Charlie Rambles: Weapon rework ideas I found from 2019-ish

In my time of being on Steam and playing TF2 I have seen some really odd weapon rework suggestions. Most of which were really bad. I saved a lot of these ideas from a (long abandoned) Steam group post, then put it on an old Notepad file, which I found on an external harddrive earlier tonight. I think the original intent was to put it into a custom server for the group I was in? According to the file's save date, these ideas were made in 2019. Here are some of the ideas that caught my attention and I wanna know what y'all think cause yeesh...

Scout: Baby Face Blaster
+ As health of the player dips below 50%, the movement speed increases, as well as firing speed
– Same slower initial movement speed
– 20% slower initial firing speed until health decreases
As someone who doesn't like playing Scout this one terrifies me thinking of a faster-firing Scout right before I kill him.

Soldier: Market Gardener
+ Guaranteed crits against other targets who are airborne. No longer crits against ground targets.
+ Mini-crits ground targets if paired with any rocket launcher that does damage
– -20% deploy and holster speed
I used to play Trolldier a lot in my first two years of TF2, so I kinda get why someone made this suggestion? Still not a good idea to me.

Pyro: Powerjack
– Change the damage vulnerability to "On wearer" instead of "While active"
– Remove the health on kill bonus
I remember being in favour of the first point, and suggesting the second simply because extinguishing teammates will get you more health back than one kill with the Powerjack. Because who hasn't regained their entire health pool extinguishing 6 teammates?

Demoman: Ullapool Caber
Alt+Fire = Throw the damn grenade! One minute recharge.
Primary Fire = Same as now. But once detonated, cannot be thrown.
This was the only idea I had saved on the Notepad file that I liked and want to actually see. Would be funny to throw a used grenade though.

Medic: Ubersaw
+ 25% Uber on hit
– -50% health received from ALL sources (obvious exception being resupply cabinets)
– -40% damage
This one I distinctly remember the most. There was a lot of debate on how to rework the Ubersaw as most members agreed it needed a stronger downside. As far as I remember, most of the ideas were based on people's negative experiences against it in Casual play. One suggestion said you can't be Ubercharged while holding it, so that person was against Uberchains. My suggestion at the time was to lessen the Uber gained to 20% per hit and a much slower deploy+holster speed, but no one liked that.
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