I didn't make it in time to guess the first time around, but here're my responses:
1. Sandals of Sprinting - 3xday swift action to gain +30 enhancement bonus to land speed (max double your speed) until start of your next turn. 2,300 gp.
Seems slightly low. I'd have guessed closer to 3k.
2. Boots of Sidestepping - 3xday swift action extra 5-foot step. Can use even if already moved, and doesn't prevent movement after use (even a regular 5' step). 6,000 gp.
Seems about right. Extremely good for cleavers and great-cleavers, even better for bowmen: 5' step from behind full cover, full attack, 5' step back behind full cover.
3. Boots of Agile Leaping - Constant +Dex to Jump checks instead of Strength. If you have at least 5 ranks in Balance, constant stand up from prone as swift action, and standing from prone doesn't provoke attack of opportunity. 600 gp.
Seems outrageously low. Seriously: every character I've ever played would gladly have paid more than 10x this amount for these boots. I've seen
multiple feats do less than these boots. No monk or fighter should exist without these boots. Not just good for trip-monkeys:
anyone who's ever been dropped in a combat - especially against reaching opponents - needs these boots! PLEASE SELL ME THESE BOOTS!
4. Cloudwalker Anklets - Constant Air Walk (as spell), can benefit from effect even if wildshaped. 50,000 gp
Seems a bit high. But then again, a constant fly-like ability is going to be expensive. It'd be much better as a charged item for 1/2 the cost.
5. Acrobat Boots - Constant +2 tumble checks. 3 charges/day enhancement bonus to land speed for 1 rd. Bonus depends on charges you expend: 1 charge = +10, 2 = +15, 3= +20. 900 gp.
Seems a bit low. I'd have said about double that cost, or between 1.5k and 2k.
6. Skirmisher Boots - 2xday make single extra melee or ranged attack using full BAB, after having moved at least 10 feet from space you started turn (mount movement doesn't count). Also, if you have the skirmash special ability (scout), constant +2 damage when skirmishing. 3,200 gp.
Seems about right. No obvious exploits come to mind, especially since it's just an attack and not a standard action. 3200g for the Weap. Specialization feat for scouts might be low, though.
7. Quicksilver Boots - 2xday swift action to move up to your land speed (as if using a move action, but not taking your move action), and gain concealment against Attacks of Opportunity caused by that movement, and can move over liquid without falling into it as long as you start and end the movement on solid ground. 3,500 gp.
Seems very low. As others have mentioned: pounce = you win. If these boots specifically couldn't be used with a charge attack, then the price is about right.
8. Boots of the Battle Charger - 2xday make charge attack as a standard action instead of full-round action. Can only move your speed, not double your speed. Must make the attack in the round you activate the boots. Also, if you have a magic item that grants enhancement bonus to Dex, you can move across terrain and through squares occupied by allies when making this standard action charge. 2,000 gp
Seems like a weird item. This might be about right, but the ability granted (and a synergy ability?) are just to strange to quantify. Why is it useful?
9. Boots of Swift Passage - 5 x day move action to teleport without error up to 20 feet in any direction (need line of sight and effect, can't be an object or creature in destination, cannot bring other creatures with you). 5,000 gp
Seems a bit low. Other dimension door items are much more expensive; however, the range is
extremely limited.
10. Steadfast Boots - Constant +4 bonus on checks to avoid bull rush, overrun, or trip. Also, if carrying two-handed weapon, constant treatment as if readied weapon against a charge (double damage if you hit), even if weapon cannot normally be set against charges. 1,400 gp.
Seems slightly low. You get to be a dwarf and get some other ability no one understands? A bit much for 1.4k.