What weapon type would you use for a charge-based character? Using Arcane Rider obviously with mythic charge and stacking every charge bonus item I can find. Spell Combat only works with one handed/finesse weapons, which would leave me stuck with short spears (for their x2 damage on charge), unless there's another one-handed/finesse weapon with big enough bonuses to outweigh that (doubt it).
But, Quicken rods are a thing and you eventually get Dimensional Ride as a quickened action at level 14. That basically leaves a gap of all of Act 3 where I'd need to quicken with rods. So, Longspears might be better since twohanding is king and they tend to have better bonuses anyway. Or, would a higher crit rate on other two handers still be better?
Alternatively, would spell combat still be useful enough that I should stick with shortspear? It is basically an automatic free action usage of any spell as long as the other action you want to do is an attack, and if I'm understanding the mechanics right you can even quicken a spell, do the spell combat spell, then still pull off a full round attack (which due to being on a pet has a range of like 100'). Might be interesting to build as an off-nuker or something. Even though Magus is conventionally focused on touch spells there's nothing that says you can't throw out two fireballs a turn.
Obviously will be using a skald to deliver pounce. Not sure which charge bonuses apply to only the first attack or which apply to all attacks in the charge round, but I think most of them apply to everything.
If I want to use Spell Combat, my favourite weapons for a magus are Grave Singer - battleaxe version (not very original) or Battle-Forged warhammer from the Hellknight fort trader.
Both allow both one-handed and two-handed grip. Both boast a x3 critical multiplier. Grave Singer also has 18-20 critical range, while Battle-Forged has 19-20 - but also base damage of a greatsword.
Spears are decent for charges, but weak otherwise. Also Spear bonus charge damage applies only on 1st hit in a pounce (if its different in vanilla right now, then its a bug and might get fixed - like Spirited Charge). While you get a chance to crit multiple times per round with pounce.
NEED dimension door for positioning, otherwise obstacles get in the way and you have to spend a turn backing off to charge again. Nothing else compares, I'm not going to pick a melee character that becomes randomly useless for 1/3rd of the fights in the game and struggles to use their charge for more than one enemy on the other 2/3rds. Gendarme would get a x3 charge bonus at level 20 but that's 19 levels of suffering. Unless there's some other way to get a lot of swift action dimension doors on an excellent melee class, if so then tell me.
My preferred classes for charging are inquisitors: Sacred Huntsmaster for multiclassing (for example with gendarme) or Sanctified Slayer for main class. They get Swift teleport from Travel Domain with Domain Zealot.
Arcane Rider is okay-ish, but pretty slow progression, late Swift teleport, bad AC. Also worse initiative and skills. And Swift Dimension Ride is in fierce competition for Swift Actions and Arcane Pool points with Dimension Strike.
Also relaying on a skald for pounce on a teleporting charger is not a very good solution IMO. Skald Inspire Rage blocks Spellcasting and Spell-like abilities - which include teleport abilities.
Kitsune is the best race for a teleporting charger by far.