I'll start this out with a short story;
Back when I was new to TF2 and I was playing Medic, I realized there was something from Quake that I'd REALLY love to have. You can have a "team overlay" in Clan Arena displaying the health and location of all your teammates, and I thought that was a great idea. On top of that, I was thinking of the CS:Promod HUD, where you can view how many players are up on each team based on silhouettes. I thought to myself, "Well maybe I can find a way to make an overlay that's always on your screen, displays who on your team is up and how much health they have (or even just color code their names based on their HP). And I also want to place the names of the enemy team on my HUD so I can view who is up/who is down without having to open my scoreboard, which will make it easier to be aware of all these different things at once!"
But I had no idea how to make HUD's, so I dropped the idea for a while. I came back to make QuakeHUD a while later and felt that I should put my awesome Medic ideas to the test. I open up my game and open up Notepad++ and get to editing the hell outta my little scripts to get what I wanted. Low and behold, I was utterly disappointed. All the edits I made didn't work. I tried copy pasting the Spectator GUI stuff. I tried making the scoreboard always visible, then adding health/ammo elements to that, so I could play with +showscores always enabled. I googled around for a possible solution, but I couldn't find one, nobody knew how to put these elements on your HUD for easy access and gain the advantage of having everything you'd want on your screen.
My point being, Valve supports CombatText. Valve supports your own custom scoreboards. Valve supports your right to remove/add as many elements as you want, as long as they fall under the restrictions that they place on the game. The downfall of your subscribers question was this right here:
this is going outside of the game to change something in the game that other people do not have, and this change helps me defeat people
You can go outside of game and get yourself a decent gaming mouse, a decent mousepad that tracks well, a 120Hz monitor, and every script in the world. The same goes for other games too. If it's available to you once you go into the game, it's not cheating. Yes it can be an advantage, and you might think it's unfair, but I'm sorry to say you didn't make the game. You simply play it under the defined rules that the maker of the game set for you. Valve can ban you for using a FOV exploit like FOV changer because they feel that is outside the rules they made. They can ban you for hacking to gain obvious advantages because it falls outside the rules they made. Hell, Valve can even say "No more custom HUD's" and enforce specific files to make sure you never have a custom HUD ever again, but they don't because they don't mind if you use them. Valve sets the rules and the players can do anything they want as long as they remain in that set of rules.
This brings up a second noob question though; "Well the Ullapool Caber and Natascha are both "in the game", doesn't that mean you shouldn't change the rules that Valve set for you?"
Players can change the rules in ONE direction. They cannot remove rules, they can only create more. They can never "unrestrict" things, but they can continue to "restrict" things all they want. Players can always ADD more restrictions, but they can never remove ones previously set by the maker. For instance, we could ban the modification of HUD's in major leagues if we deemed it too powerful to use. We can also ban weapons because we feel they impede the game as we want to play it. But we can never remove the restrictions set bythe developer.