OK fellow nerds, I have been crunching data. Before getting into unlock details I wanted to look at some general analysis, the total voting users is around 130 which is reasonable considering the competitive population, and voting volumes on each unlock varies but will be reflected by looking at confidence scores based on the deviation of scores and the number of them to within 95% confidence.
Looking at how scores across all unlocks correlate we can draw some interesting conclusions about what makes a good unlock. This table shows the correlation level between the different question scores, "StockBalScore" refers to whether an item is a direct upgrade on stock. Although I look at scout in detail below this table is for all classes
The deeper red shows that something is more strongly correlated. We can see that whether an item adds something to the game is the strongest association with whether an item should be allowed or not. Fun comes next, then whether it requires skill to use well or not. Being overpowered or being a direct upgrade on stock are negatively associated although the relationship is weak. Even so we can see that simply being powerful, being a direct ugprade over stock or even requiring a lot of skill to use aren't the major considerations whether something should be allowed. Essentially "balance" isn't that big a deal as long as an item fulfils other criteria.
Looking first at scout unlocks let's look at voting activity
The FaN has inflated figures because it was on the summary page. Other items attracted more votes on their own merit, the secondaries attracted the most interest, the Shotstop, Winget and Pocket Pistol all attracting over 40 votes. You can cross reference this against the confidence ranges below to see which ones might be broad because of low votes, and which because of voting variation.
Moving onto the "Should this item be allowed" votes
What we're looking at here are confidence ranges. What this means is that there's inherently some uncertainty about what the votes mean, so taking into account the deviation of votes and whether the number is low or high we show the quantifiable variation in sentiment. The further right the bar is the more people want to allow it.
Also added to the graph are 3 vertical blue dashed bars at 2, 3 and 4. These represent possible places you might draw thresholds if you were creating a whitelist based on these possibilities. So 4 or above might be a very restricted whitelist. Where a range straddles a line then you have to make a judgement about how much lies above or below the threshold.
The unlocks fall into the following groups:
Always allow: Boston Basher, Winger, Shortstop
Medium restrictions: Back Scatter, Son-on-a-stick, Fan O'War, Force-A-Nature, Baby Face's Blaster, Candy Cane
Low restrictions: Atomizer
Always ban: Wrap Assassin, Flying Guillotine, Sandman, Soda Popper, Pretty Boy's Pocket Pistol, Bonk! Atomic Punch, Crit-a-Cola, Mad Milk
Boston Basher is the only unlock where every vote was the same: allow it.
The following are the scores for other elements of the scout unlock voting. These also have confidence considerations but the graphs to show them would take up a massive amount of space. This is colour coded red for higher scores, more fun, more OP, adds more to the game, takes more skill to use, and upgrades directly over stock.
I'll summarise some of the other classes when time allows