Here are current ideas I am working out. Note that these are extremely temporary:
SQUIRE (Scout) SUPPORT CLASS
Due to his delivery background and odd job man story. It would give the Scout more things to do than just run and whack.
-Keep speed, double-jump ability, and quick melee (maybe make a bit weaker to emphasize support)
-Can pick up and carry health packs (limit two or three) and drop them off to people on front lines
-Mark enemies with Fan O'War and Mad Milk type weapons
-Maybe carry ammo as well
LORD (or WARRIOR) (Soldier) OFFENSIVE CLASS
Due to his leadership ability in battle. It would give the Soldier more things to do than just run and whack.
-Keep Buff Banner/Horn ideas, make them easier to achieve by having constant charging/quicker charging. This would serve as a replacement for Ubercharge and provide pushes to prevent stalemates
-Melee weapon that would shock/disorient players
-He would do extra damaged to "marked" players (establish relationship with Squire)
MAGUS (Pyro) OFFENSIVE CLASS
Due to him/her being into fire. It would give the Pyro more things to do than just run and whack.
-Weapon that ignites people, does more damage from behind
-Kills collect souls, after meter charged, period of self immolation that does damage to nearby enemies for a SHORT time. Again, adds push effect for offense.
-Maybe a small fire ball spell (similar to flare gun, only nerfed)
SWORDSMAN (Demoman) OFFENSIVE CLASS
Due to his current update... it would keep his role in Medieval mode.
-Charge with shield, and use weapons like he does now
-Substitute for Ullapool Caber for AoE (very minor) and building destruction
BUTCHER (Heavy) DEFENSIVE CLASS
Due to his size and his health. This would give him more to do than just run and whack. The goal would be to reproduce area denial such as in normal TF2. (This class Im a bit unclear about)
-Large club, or long pike, that would prevent movement when drawn, but rape people if they got close to him
-Beef mutton instead of Sandvich (or Mead that would reduce vision clarity/attack clarity, but buff him up)
-Ability to pick up Engineers dispensers/other buildings
SMITHY (Engineer) DEFENSIVE CLASS
Due to his ability to construct buildings. This would make him actually playable in Medieval mode.
-Building that would temporary heat (buff) weapons of teamates, weapons would cool off after a while
-Dispenser that would slowly generate health packs (and I mean slow healing compared to modern dispensers). Scout would deliver to weak peeps.
PHYSICIAN (Medic) SUPPORT CLASS
Due to his ability to heal people. Couple of ideas, including sticking with current loadout.
-Crossbow, like current weapon
-Amputator taunt with a minor buff near dispensers (perhaps)
-If not above, something that makes people receive more health from health packs when he is around
-Another idea besides crossbow, using dispenser as vehicle for healing, needs it to heal, melee would steal enemies health, and then he would be able to whack allies for heals (charge bar)
BOWMAN (Sniper) DEFENSIVE CLASS
Due to his ability to shoot a bow! Very unclear how to make area denial class, need three defense. Maybe make Magus defense and him offense.
-Current loadout, minus the ability to spam without aiming.
-Perhaps ability when next to some building to shoot three arrows in wedge formation from bow. (sounds overpowered)
TRAITOR (Spy) SUPPORT CLASS
Due to his ability to be a traitor. This would add a bit of a twist to current Medieval spy.
-Cloak ability (maybe take out Cloak and Dagger)
-Normal backstab ability
-Ability to poison health packs and/or dispensers that would actually hurt EVERYONE that picks it up, unable to detect whether poisonous, dispenser poisoned until fixed
Here is a long list of ideas. Feedback?