Evil_MrMuffinzsomeone above praised the use of arrows in an ultiduo context. personally, i believe that arrows have been an interesting addition to 6s games as well. scout speed is also cool. i'm glad our medic friends have gotten a few more dynamic mechanics, hopefully they feel more like they're playing the same game as the rest of us. i know when i play medic that i love running fast and shooting sick arrows
i don't think ppl really argue that arrows and going fast aren't fun/interesting/engaging/some other adjective, just that it's bad for 6's. personally my biggest gripe was arrows was that i could just rely on them and not learn heal order at all or anything more "medic-like", but i'm open so take that with a grain of salt
anyway unpopular opinion: i like the risk/reward dynamic you actually have to consider when pushing on payload (and koth to a certain smaller extent), the risk being failing the push, reward being better time overall. i find that in 5cp it's really not too punishing if you play overly safe, in fact always playing safe might be the right call because of how the timer/rounds work
overall though i think push/pull dynamic of 5cp overrides other game mode benefits, but man some stalemates can get pretty boring