There are some things I'm ok with forcing like overlays because they literally change the way people communicate but the overwhelming majority of commands in simple FPS configs are important. Come up with a list of specific PLEASE UNBLOCK THESE settings. Fixing some settings that really should not be reset by the game on every map change like they currently are (cl_detaildist and cl_detailfade) would be nice too.
A lot of performance options in TF2 have absolutely negligible effect on gameplay and just turn off eyecandy. Overwhelmingly locking these settings by default is silly at best and against the competitive spirit by default. Performance settings exist so that people with weak PCs can trade away eyecandy in return for performance. Performance is not a secondary matter for competitive play. The game already has a lot of performance-vs-visuals settings literally built in. Some of them shouldn't exist because they affect gameplay so much (hello r_renderoverlayfragment!) but so many of them give an incredible performance gain in return for making some random detail of the game look slightly worse in a way that doesn't affect gameplay in any meaningful way whatsoever.
I don't have a list of all settings that comp disables so I'm just going to pull out obvious settings that I can't find in the video options or advanced options menus. If any of these are unlocked then just ignore them.
Repeat: This is not a list of some of the settings that comp disables. This is a list of settings that should definitely not be disabled in the way settings are currently disabled, and I'm assuming they're disabled because I can't determine that they're not disabled.
MASSIVE performance effect:
cl_detaildist controls the fading-out-at-distance of displacement foliage sprites e.g. grass; the default settings are a HUGE performance sink on some maps like cp_sunshine
cl_detailfade see above
cl_jiggle_bone_framerate_cutoff should obviously be user-configurable because different people place "good performance" at different framerates.
cl_ragdoll_forcefade, cl_ragdoll_physics_enable, cl_ragdoll_collide, ragdoll_sleepaftertime, cl_ragdoll_fade_time
not all of these are necessary to get good performance, just add a "disable ragdolls" switch and make it do the right thing: when high performance deaths are turned on for better performance, player models should fade out over a very short period of time when you kill them instead of making a ragdoll. I don't even care about gibs but they matter too. Do the right thing.
r_3dsky on badly optimized maps
MASSIVE gameplay effect:
^---- These are all constrained by server settings in the first place! if you need to constrain them for fairness and correctness, Use Those! (add a lower cap to cl_interp too tbh, you should not be able to use 500ms interp)
Low updaterates and high interp dramatically increase the latency of projectile weapons and other players' character models. Updaterate applies a floor to the interp window and high interp is basically the same thing as high ping. Lowering these settings (like CSGO does by default!) is literally the most overwhelmingly and unarguably gameplay-improving thing that comp players do.
MASSIVE obnoxious visual effect:
mat_non_hdr_bloom_scalefactor I want to be able to reduce bloom without completely disabling it. Some maps have way too much bloom but some maps use HDR settings that make the outdoors too dark in HDR mode if bloom is fully disabled. Some maps have outright broken lighting settings in LDR mode, too.
cl_smoothtime (first-person input prediction error smoothing period)
snd_mixahead engine's audio latency floor. setting this to around 0.05 is literally one of the first things I do when I install a new source engine game.
cl_phys_props_max for badly optimized maps
r_worldlights for badly optimized maps (restricting this to 2 or so might be a good idea because it affects player visibility a lot)
snd_async_fullyasync 1 historically dramatically improves hitching for some people
btw add real transparent viewmodels, minmode viewmodels are not enough