http://whitelist.tf/1048
Red = Ban; Blue = Unban
Meet the Medic: Mostly because why not. Framerate complaints and whatnot.
Liberty Launcher: The damage-down is actually kind of a good balance in exchange for easier rockets to hit, and less damage from rocket jumps. If roamers really wanted to use it during stalemates to have that total of 75% less damage from rocket jumps (25% of 60%, my math on tf2 percentages and how the mix might be off) in order to kill the medic, it may or may not make a difference. No reason to have it banned since it's not game changing (3, sometimes even 4 rockets to kill any buffed/healing scout).
Concheror: Regardless of the fact you need to first build the rage, my real problem with this weapon is the speed boost. It's essentially a weaker buff banner, since it would be used in almost exactly the same way, but Team iT once made their scout/soldier get the speed boost enough to get them straight to the Gullywash last point fairly quick; notable point about concheror, in regards to its AoE, it can go through walls and work vertically, and make flank plays like this (iT Concheror Push on Gullywash). This weapon combines mad milk and disciplinary action in one backpack, using it essentially has no downsides because you're gonna build it safely with spam rockets, and the enemy team can't really counter it except maybe airblasting spam rockets away, which only stagnates the game further.
Phlogistinator: No reason to ban it because pyro on its own with Degreaser/Flamethrower has its niche as an uber diffuser, projectile counter, etc. Any player using this weapon would have to exploit really dumb players to not only build Mmmph, but then successfully charge up the flamethrower crits and net a few kills. We could see more unique pushes with Phlogistinator if the charge is built up, but it would punish a lot of lower-div teams in the hands of a Phlanking Phlog. This weapon gives pyro a chance to be an offensive class, in a gimmicky sort of way. Again, no real reason to ban it.
Splendid Screen: This weapon coupled with Claidheamh Mor is ridiculous, because the shield bash will always do damage no matter how far you've charged, and it will instantly crit after a shield bash, unlike the Chargin' Targe which has a near-frame-perfect window to get the critical hit. Demoknighting is gimmicky, but this weapon makes it viable to gain a kill or two every 15 seconds or so. Should've been banned before the Charge Turning was nerfed, but still has applications as a high-damage output on a single target. This is a weapon I'd consider unbanning if there's a good argument defending it.
Persian Persuader: This weapon should be unbanned if the Splendid Screen is banned. The tradeoff for ammo as health can be a downfall to your demoman. However, imagine a situation where you, the demoman, die while the enemy team captures the second point. You respawn after they've started pushing last, and either your fallen comrades ammo, or your victims ammo will supply you with health, even thought it's only 20 HP per weapon, but since you don't really need ammo for the 32 sticky bombs and 20 grenades that you just spawned with, maybe an ammo pickup will give you health to survive and pull off a clutch defense. I see Persian Persuader being more of a defensive weapon for holding last, since you have the resupply locker to get your ammo back. Again, I'd only allow this weapon to be unbanned if the Splendid Screen is banned.
Huo-Long Heater: Runs out of ammo in 15 seconds of continuous fire, 34 seconds of just being revved up. Essentially a straight upgrade from the Minigun if used in the short term, but if you can stay alive as heavy in a last push (8 seconds chewed up from uber time with you revving up on/off during that, plus any time used while firing), then Minigun would be a better choice because of the Ammo. The flames may have an FPS issue, if so I'd consider banning it, but the flames can do a minimum of 75 damage, assuming you don't stop afterburn. Can make close-quarter fights on last points like Badlands or Gullywash, even Snakewater a little more likely to hold because anything trying to stack the point will be hit by the flames. Again, it's probably a straight upgrade, but testing its use for a season could be interesting just to see how it affects certain scenarios.
Dalokahs Bar: This weapon can pretty much only be applicable if you spawn as heavy after your medic has died and is waiting on the respawn timer, the 50 HP can make a difference because then snipers would have to hit 3 shots, assuming the first two headshots connect and no other focus fire is done on the heavy. This is an item that really has no reason to ban it, since heavy is typically a last-point defense class, and not a flanking/push class.
Holiday Punch: Considering all 3 choices for Heavy Melees (Eviction Notice, Killing Gloves of Boxing, Warrior's Spirit), there's only really the KGB for heavy melee, aside from stock. It's a gimmicky weapon since you'd almost never be using melee anyway. But in rash situations, a melee could save the game. Holiday Punch is a direct upgrade from the Fists, because it'll still do 65 damage no matter what, unless it hits the enemy from the back. This effect works on ubered enemies, which can diffuse an uber if the heavy can cleanly flank an ubered combo. Think of the Holiday Punch as a Market Gardener for Heavy; straight upgrade from stock, gimmicky and last-restort-ish, but can add a new angle to the game at the tradeoff of not using a primary weapon. I'd consider banning this weapon if there is an argument really strong enough to call this weapon a guaranteed game changer.
Frontier Justice: Trading 6 shotgun shots for 3, on the off chance that any level 1/2/3 sentry you build gets a kill or assist, and can turn into a valuable last-resort weapon for when your gun goes down, and you're still alive. The revenge crits can turn engineer into a useful class, rather than just using gun and run tactics--where the sentry is destroyed and you switch back to scout or soldier. If an engineer has a successful sentry, the frontier justice can extend the engineer's usefulness. If the engineer doesn't have a successful sentry, then switching to your main class in spawn would be the choice. It is worth unbanning for a season to see if anyone uses it effectively enough, another one of those "no reason to be banned" weapons in my opinion, that can't really change the game except give engineer a little more usefulness at the tradeoff of 3 extra shotgun shots.
Southern Hospitality: Essentially a straight upgrade from the Wrench, but so is the Jag. No reason to ban if Jag is still unbanned.
Bazaar Bargain: I listed this as a ban when I first generated this list, but thinking about it now, the stock sniper rifle is just so good in its own purpose that any other weapon isn't really as necessary, and bazaar bargain requires at least 2 headshots before it can be an upgraded sniper rifle; but charging up shots may or may not be game changing when using the bazaar bargain. If anyone has any thoughts on the bazaar bargain being overpowered in a game-changing sense, I'll consider banning it.