Let’s face it, Spooner.
I’m the most hated little bugger on this site. If I so much as mention “demoman”, an army of whiners rises up to scream “DEMO OVERPOWRED!! NERF NAO VALV PLXZZ!@!!”, usually in my face. 2fort lovers hate me, and those who find low gravity to be fun toilet-paper my house. Yet still, I’m back. This time, I’m here to fix your the game. For now.
Almost there

Let’s get this out of the way. TF2’s pretty good. In fact, I’d probably say it’s near perfect. Class balance is excellent; the gameplay mechanics are innovative and fun. It’s a game that caters to both pro players and pubbers. But, in spite of all its greatness, it isn’t quite there yet. The problem is, people often don’t play the game in a mutually beneficial way. Of course, there’s no changing human nature. However, one can take a step in the right direction by encouraging good play – but that requires a leetle bit of gameplay tweaks. Here’s a class-by-class breakdown for what I had in mind.
Scout
I’ll assert that this runt from the urban slums is pretty well balanced in most situations. High speed, an unbelievably strong close range attack, and the ability to double-jump allow this class to own it up on CTF, Linear CP, and other such open maps. But-

Problem: Chokepoints kill effectiveness. Consider that Dustbowl, Goldrush, and Badwater are some of the most popular (and fun) maps out there, and that all three of the maps are filled with chokepoints. A single sentry (not in short supply) can lock down a chokepoint for a scout (especially an offensive scout), and thus make the class utterly useless on those maps.
Solution: Scouts should not be sentry-killing classes, nosiree. But scouts should have a way to slip past a sentry without decorating the nearest wall with their guts. Easy solution: a replacement for the pistol. supremesonic suggested this – a sort of baseball that can be whacked past sentries, distracting them momentarily while the scout slips by.
Soldier / Pyro
These classes are perfect, if you ask me. They have their weaknesses and their strengths, and they’re both fun to play. Though I, a spy/demoman specialist, generally don’t relish the idea of fighting pyros, they’re nice to have in the game. For the sake of challenge, of course.
Demoman
Hahaha! I think the trolls and whiners and noobs will be inbound. Shut the door, Zoey! *insert zombie noises here*
Problem: Basically, the problem with the demoman is not that the weapons are overpowered, but rather that stickies are too effective for direct confrontation. In other words, the grenade launcher is not reliable enough for most players (it’s a great weapon, but it takes a lot of work to master); too many players use the sticky launcher as the direct confrontational weapon of choice.

Solution: Reward trapsetting. Have the stickies charge up damage over a period of about 2-3 seconds (like the sniper rifle). The base damage should be somewhere around half the current damage, and it should charge up to something of the order of 125% current damage. I know that last point’s going to put most of you in a spin, but think about it. Stickies will still be a very viable weapon, but they need to be used differently. This will mean that stickies can’t be spammed, but they’ll be great trapsetters still.
“BUT WAIT!” you say. “125% damage! Sticky r overprowered alredy! valv nerf demo nAO~!@!!”- to which I reply: It’s important to reward the demoman for setting traps, hence the 125% damage charge. Chances are, if you walk into a sticky trap, YOU DIE (or are at least mortally wounded). The 125% damage isn’t going to change that. The primary reason for the charge is to allow the demoman to set more traps, or alternately, set traps at a greater distance. There’s actually another benefit to this: demomen will be able to control the distance they get with their sticky jumps. A demoman who waits for a few seconds before jumping can go a longer way at the expense of more health.
Heavy
Nah, this guy’s fine. Leave him be; let him munch on baby sandviches. It’s just a shame that very few people play this class. With a medic in tow, he’s a death machine. Maybe it’s because the Heavy’s a “noob class” that he’s shunned like this. Now, please pardon me while I wipe the blood off my knife and get my suit dry-cleaned.
Engineer

As a spy/demo player, I think it’s my duty to destroy buildings and generally irritate engineers. Quite honestly, I can’t believe I’m suggesting this first change- it would certainly make my job harder. Indeed, it would skew game balance even more toward defense. But here it is, anyway:
Problem: Zombie engineers who only whack away at their sentries, oblivious to the surroundings.
Solution: Let engineers get kill assists for wrenching another engineer’s sentry. This should help out with teamwork with other engineers. Right? Right.
Another issue that’s no doubt caused hours of frustration for hapless offensive teams -
Problem: Sentry nests are impenetrable.
Solution: That’s the fault of the map – the design makes it too easy for pyros and spies to pick off medics when the offensive team is grouping somewhere. CP_Boulder addresses this issue pretty well – in the second stage, second cap, the only ways for the defense to get up to the logical offensive staging area are by climbing a pile of debris (i.e., death sentence), explosive-jumping, or sneaking around through an extremely roundabout route where there’s lots of chances for the offense to intercept the marauders. Because of that, the offensive team is safe enough to be able to build up ubercharges for the final rush to the control point, though they still need to watch their backs for pyros and spies.
Medic
I can’t think of much for this guy. A possible adjustment: make the original weapons more viable – currently, the blutsauger and ubersaw are almost complete replacements for the syringe gun and bonesaw. Drexer has better ideas about this than me. Regardless, I think the medic’s a pretty good class at this point; I don’t think it needs much work – that’s what the medic update was for.
Sniper

What a wuss.
I don’t like snipers. I love the fact that they exist, though. They’re the easiest spy bait around, which is why I won’t go into depth bashing them. It’s fun to stab them.
Wait a minute. The fact that you’ve read this post this far in probably means you like reading my senseless rants. In that case, I shall revise my statement.
Snipers are in the game for a reason, being the only class capable of useful long-range attacks. But they’re wusses! They stand way back behind their lines (often next to a dispenser) poking their heads out every few seconds to take a shot. The main threat to such a sniper is another sniper, also in a similar situation behind the other team’s lines. Sound familiar? If you’ve been here for any time at all, it should. Yeah, I’m talking about the WCS’s. Unfortunately, the way the Sniper class is designed predisposes it to that sort of atrocious behavior. Cowards! Come out and fight! [hypocritical, I know].
On the other hand, I’m very happy that snipers are in the game. In a majority of cases, they’re scoped in, looking the other way, and completely oblivious to the friendly pyro behind them. Did I mention that the pyro was a spy? Har har har – stabbing these Aussies can be pretty fun, even if it’s a tad too easy at times.
Also, I should suggest that players named “Himmelstoss” should be immune to lucky 200-ping ultra-skilled (though probably lucky) headshots from players named “General Balls”. I’ll get you back someday, General.
Spy
Let’s get this out of the way. I absolutely love playing the spy. I’m not great at it, but I’m working on it, and usually am decent enough to hold my own. Playing spy is an adrenaline rush – especially if you’re about to be caught out in the open. The frantic few seconds while you try to get away, play some mind games, and maybe take down a few buggers in the process make the class for me. There’s nothing I’ve found quite as enjoyable in the game as running away in the face of impending death.
Problem: But the latest spy update’s changed the mechanics of the class completely. Sneaking around behind the enemy lines used to be difficult business. One needed to manage their cloak carefully based on the presence or absence of enemies. Not anymore – now it’s just a matter of walking over ammo packs on the way. It amazes me how much ammo one can find lying on the ground – whether it’s building debris, fallen weapons, or ammo packs, it’s become a piece of cake to get behind the lines.
Is that a good thing? It depends. I don’t think it is.
Solution: But of course, the original cloak recharge took so long I swear cobwebs formed on my mouse once. There’s no going back to that any more. I therefore suggest that when the spy is crouched or standing still, cloak should regenerate faster (maybe twice as fast). This means that the spy must get to a safe hiding place to regenerate cloak, but it still removes the boring long regenerate times. HOWEVER, if the spy is moving, cloak regenerates at the normal rate. I think it’s a reasonable compromise that should increase the riskfor spies acceptably.
OMFG Himmel, I hate you!!!
U RUINEDE MY FAV CLSAS!!! IM GLAD U DONT WROK 4 VALV!!!
Somehow, I agree.