Okay, enough time has passed for the guessing and discussion on this group I think. Here are the published prices:
GROUP ONE "THINGS FOR YOUR FEET"
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.
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.
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.
4. Cloudwalker Anklets - Constant Air Walk (as spell), can benefit from effect even if wildshaped. 50,000 gp
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.
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.
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.
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
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
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.
By the way, on that last item, the caster level is 3rd, the appropriate character level is 5th, and the prerequisite is bull's strength. These are some of the reasons I think it does not grant an actual extra readied action, just the option to use your weapon as readied against a charge if you actually readied an action as normal to begin with. It just doesn't seem to involve anything along the power of things that benefit speed, or extra moves or actions, in the prerequisites or the pricing or the level.
Okay, so after some discussion about how outrageous or reasonable these prices are, the next group will be THINGS TO WEAR ON YOUR WAIST.
I'd love it if someone could calculate who was overall closest in guessing, and who was closest on the most number of items. I do not have the math patience for such a calculation. It's not necessary, I just thought it might be fun.