apologies, those weapon scripts made their way around because of my initial revisions when publishing the weapon-specific crosshair guide & my apathy when it came to genericizing the files.
you need to be careful of how you replace the "tracereffect" so you don't get visual artifacting (e.g. the scattergun tracer isn't compatible with the pistol). since tracers aren't indicative of where someone's precisely aiming, i found it useful to null them out for most hitscan weapons to not become falsely confident. note that it doesn't seem possible to naively null the tracer effects of miniguns (& i believe at least one other type of weapon but it has been too long since i looked into it).
since it's useful to do so with new tf2 updates (namely when any new items are released), you should get GCFScape (http://nemesis.thewavelength.net/index.php?p=26), open up tf2_misc_dir.vpk in your \tf folder and, within said vpk, extract the weapon scripts from the \scripts folder. use bacardi's tool to convert the ctx files into txt (https://forums.alliedmods.net/showthread.php?t=198004). make all your modifications to the scripts via the converted txt files & then save said txt files in your custom hud's \scripts folder; you do not need to convert the txt files back to ctx for them to be recognized by tf2.
if you're not intending on using the scripts to change visual behavior of the weapons or use custom crosshairs, you can delete said scripts from your custom hud's folder & your weapons' behaviors will default to the game's scripts in the aforementioned tf2_misc_dir archive.