Most people have already tore apart most of this...but theres a few things I need to address...
Now note that I'm simply pointing out from my comp player perspective, and chances are if you don't understand me right now, you don't get the comp scene, and I you can't see it from my point, please try not to argue.
Everything I am posting is from the point of my non-competitive perspective, and chances are if you disagree with me you don't get the scene the majority of players play at, so please try not to argue...
...honestly? Im astounded anyone would make sure a stupid comment
Why don't want to make the game boring, we simply want it to be as much about skill and as little as a random dice roll as possible. We want our practice to pay off. Also, unfortantely Valve is ignoring the stuff that needs to be fixed and buffed, which is the only flaw in the system that your propose. (which I like.)
Why are you unable to accept that there are people (majority) who like some randomness in their games?
Sandwich is worthless compared to the shotgun. Also a heavy needs a medic to be effective in this game. The sandwich did nothing to change that. You need to stop to heal, and a still character in any game is dead meat.
What they should have done is given him an smg (ganster tommy gun, barrel cylinder style). This way the heavy would have to choose either range with mediocre damage, or high close range dps, but no range.
I use the sandwich for one sole reason, i never have a medic on me, its a side effect of rarely playing the class. If you can get a medic, or at least get heals frequently, then yes, the shotty is much better. Explain to me how giving the heavy an smg does anything to weaken his dependence on medics? I seem to recall the goal of these new weapons was to give more playstyle variety. And honestly, a long range heavy weapon would without a doubt be better then the shotgun, thus creating a new choice where one is clearly better.
If you play against scouts that can aim it, you will constantly be stunned, and it only takes 2 rockets to kill a stunned guy. Comp players don't play with crits. Snipers are weak close up, scouts aren't. scouts should not be intruding on the snipers role.
This is a segment of your arguments that irritates me, don't mix examples of comp and non comp. I seem to recall that cevo banned the sandman, so...if your comp games render crits non existent, then guess what, the sandman is also non existent, and how can you be hit by something non existent? If you say sandman exists in non comp play then so do crits, and they do far more damage then a stun.
If valve released a flying sentry gun that did aimbot headshots would you say deal with it?
Look...I don't care how many time you post/ dream about this...but it is not going to happen, so yes
deal with it
The blut is extremely powerful. It has the damage of the old gun with the healing power. You can easily kill a charging pyro with it, and if your careful, a scout. This should never happen to the ultimate support class. The medic heals, not fights, Valve stated that in their dev commentary. The blut should only heal 2 health max, and do 1 damage per needle. This way you must decide between healing or DPS.
The blut does what its designed to do, protects the medic as they retreat, and does it well...the problem is that the same functionality can be used as an offensive weapon, I happen to like that, you don't, so lets just leave it at that.