sigafooI'm very open to hearing on ways in which you could improve Prolander, but still keep class viability.
I really don't understand why your definition of viable is so.......... strict. Why does a class being viable mean that it has to be played in every single game? Why do you feel like every single class has to be the exact same level of importance?
How many 7s games have been played where a team decided that of the 9 classes, the medic wasn't important? Does this make medic over powered? Can I just BAN UBER during the picking stages in order to prevent such and OVER POWERED weapon from being used?? IT'S USED ALL THE TIME HOW OVER POWERED AND DUMB!!!
Why is it that a class being viable doesn't also allow for it to be specifically useful in a certain situation? In any competitive format spy should really only be useful once. Pyro is just straight up out classed by other classes. You ignore fundamental mechanics and core balances within the game to fulfill some sort of fantasy of players being able to play their favorite class. (WHICH SIDE NOTE, you talk about how people are choosing ideal classes for the situation and stuff, but if that's really what you wanted you would put no class limits, no item bans, and let people just do whatever they please.)
LET'S BE CLEAR: I don't give a fuck what you do with your money. Really, you can do this all you want and have fun with your lil league of pubbers and invite players that want a check. The only reason a lot of us care to write our little nerd essays is because it's frustrating seeing so much community effort going into something that ultimately disagrees with the path Valve and the majority of high skill players see for TF2. (just fun fact when players disconnect from competitive it replaces them with a bot, and does it's best to fill the roles of 2 scouts, 2 soldiers, a demo and a med. If 6 players disconnect it fills in with the current 6s meta.)