Using the list yttrium made:
Scout
- Baby Face's Blaster: downside of reduced speed is too easily negated by the boost. Maximum boost offers too large an increase to mobility. The boost reduction is negligible and easily overcome again.
- Soda Popper: +reload glitch allows fast rate of fire and more dps than stock which negates the only drawback. Increased mobility from jumps increases survivability in a fight too much. Boost is charged by running which does not require additional effort on the part of the scout.
- Flying Guillotine: (in my opinion) the burst damage from use in conjunction with the sandman stun is too high. Stats from use without the sandman seem alright to me (but admittedly I rarely play with or against this weapon when it is used alone)
- Pretty Boy's Pocket Pistol: Increased vulnerability to fire is not commonly applied, the scout is naturally more able to avoid potential sources of fire damage. Increased health gives the scout a massive advantage in fights/1v1s. I don't think the lack of fall damage is all that broken. No other serious drawbacks compared with stock pistol.
- The Atomizer: additional jumps on demand greatly enhance mobility and survivability. The cost to health is either not high enough, or easily overcome through intelligent play (or the use of other unlocks). This weapon seems more balanced than others on this list.
- Wrap Assassin: I do not know of a use/glitch that would make this weapon overpowered, damage reduction makes it feel severely underpowered (but again I rarely use it, or play against it, so I could be wrong).
Soldier
- Beggar's Bazooka: Rate of reload allows it to match/surpass the fire rate of stock. Never in a situation "without rockets loaded". Beyond this, the burst potential is very high, the inconsistency to aim is negligible and easily accounted for through play style adjustments. No other particularly relevant drawbacks.
- Liberty Launcher?: Feels fine as is to me. I differ to the judgement of other soldier mains though.
- Battalion's Backup: Buff feels acceptable, not certain how 'spammable' the buff is in practice though - potentially an area of issue. The increase health coupled with the increased resistances when the buff is used give massive advantages to fights/bombs/1v1s. No obvious downsides beyond the lack of shotgun/gunboats. This weapon feels more balanced that others on this list.
- Reserve Shooter: Clip is not reduced enough to noticeably affect gameplay - only really noticeable for players who have difficulty with ammo management. Detection for minicrits has always been buggy, allowing for increased damage evening against enemies not obviously 'in the air'. No other meaningful downsides.
- Disciplinary Action: Utility, specifically around mid fight timing, forces a team to run it or risk losing mid. Beyond mid fights I don't think it is overpowered, maybe in certain transition situations (or for making other classes more viable in transition). No serious drawbacks compared to stock.
Pyro
- Rainblower (with new server cvar to disable pyrovision): as long as glitches involving pyro vision aren't an issue this probably doesn't require changes. I'd love to see someone make a strat specifically around the AoE of the taunt kill.
- Powerjack: Health on Kill and increased movement speed. Health on kill balanced by the increased damage vulnerability (might need to tweak some of the values), movement can be used in transition without risk of any drawbacks. If used for the utility no drawbacks when compared to stock.
- Lollichop (with new server cvar to disable pyrovision) (banned in all other 6s but not ESEA?): Same as Rainblower.
Demo
- Ali Baba's Wee Booties
- Bootlegger
- Loch-n-Load
- Persian Persuader
- Ullapool Caber: maybe it is because of my time in HL, but this weapon doesn't bother me. Maybe the negatives do not offset the potential to burst in a small AoE. Point blank burst damage might be too high (though you are trading your demo for a low change of killing their medic, provided their medic is paying attention)
Heavy
- Brass Beast: In a defensive setting the movement penalty is negligible and the damage increase is effectively free damage. No other meaningful drawbacks.
- Natascha: I actually don't mind the movement penalty. Value tweaks around this and damage reduction. Current damage reduction is easily negated by coordinated play.
- Dalokohs Bar: Free, temporary health. Temporary nature is completely removed when the item is used only for defense. No real drawbacks (besides lack of alternative secondaries... but heavies rarely use their secondaries on defense). Loadout can be changed after the effect has worn off or the defense is over.
- Sandvich: An additional source of health on demand. Hard counter to any trade/suicide play that only damages the medic. Health can be given to any class, or used to self heal to full health. When used with good positioning or team support the temporary vulnerability is negated
Engie
- Frontier Justice: Free Crits that do not require a change in gameplay. Drawbacks are negligible in competitive play.
- Pomson 6000: Drains Uber/Cloak. Player Penetration. Damage potential. Limitless ammo. (what where the drawbacks of this weapon again?!)
- Widowmaker: Infinite clip provided that you can aim.
- Short Circuit: Rate of Fire and ammo cost remove any skill required to effectively use the weapon. Completely shuts down and class that uses projectiles. When used in coordination with team play it is not feasible to focus down the engie with secondaries while ignoring the rest of the enemy team.
- Gunslinger/Minisentry: Denies mobility of the other team (damage denies scouts, knock back in the air denies explosive jumps). Does not require that the engie 'watch' his gun allowing him to do other things for his team. Low build cost makes it spam-able. Range and FoV mean that outside of full nests it is categorically better than stock sentries.
Medic
- Quick-Fix: The weapon encourages very passive play. Heal rate is a direct counter to uber that also builds faster. In 6v6 there are not enough sources of damage to focus down the medic/heal target effectively. Lack of knock back and capping while charge is active is easily abused when focusing on objectives.
- Vaccinator: Lack of varied damage types in 6s greatly reduces current drawbacks (though the decreased heal rate is still fairly significant). With intelligent play greatly nullifies 50% or more of the incoming damage without a need to switch types.
- Solemn Vow: Direct upgrade from stock (that said, so is the uber saw in most cases). This weapon feels far more balanced than others on the list.
Sniper
- Sydney Sleeper: rewards less skilled play. When used in combination with team play makes it very easy to get high value picks. Biggest issue is that it allows for equivalent impact for less skill.
- Cleaner's Carbine: (nearly) free crits. drawbacks are negligible in competitive play (?). No other meaningful drawbacks in a competitive setting
- Darwin's Danger Shield: Combination of health and damage resistance negates low charge head shots. Massive advantage in SvS fights. No meaningful drawbacks.
- Jarate: Free mini crits for the entire team. Spy is not as viable, team support negates survivability cost
Spy
- Enforcer: 2 shots most weak classes. No meaningful drawbacks. Rewards low skill play.
- Spy-cicle: Is this weapon broken in 6s? Fire immunity removes a hard counter at low cost (given viability of various revolvers). Greatly increases survivability of spy. Rewards low skill play.