crib_The casual and competitive side of TF2 are vastly different, unlike any other esport. From the outside, everyone looks at it as a hat simulator. You need to bridge the gap between the two gamemodes for any chance of success. I don't think what b4nny and co. are doing is the right way, but the community needs to be a bit more flexible too, and they have shown time and time again that they refuse to budge.
Side note, I've seen the same thing with maps. No one wants to even give new maps a chance, they just see a couple big flaws in early builds and dismiss their potential. The only time they get played is when there's money on the line.
What chance of success are you talking about? What is considered successful? We used to have sponsors back in the day because TF2 was like 3 years old and not 11.
The TF2 dev team don't know how to make a good competitive game and ruleset. Comp is interesting because we made a ruleset and classlimit, more medics would get rid of the importance of the class and the importance of uber and being able to count the enemy's uber. Europe used to have 2 demos then they realized it was too annoying and made it so only 1 demo was allowed. TF2 devs might love TF2 which I don't doubt, but they are as clueless as any fresh install when it comes to what's important for competitive.