Blutsauger: The Blutsauger isn't really more powerful than the standard nailgun. Crit chance is determined by the number of points you've scored since your last spawn and medics can score quite highly. The loss of crits is a pretty big hit to the Blut's killing power. Still, I think they should give it a slight damage penalty (maybe 5-10%?) just to further offset the healing ability. I still use the nailgun occasionally and it really isn't any worse. This one is a pretty close match, but the Blutsauger is a bit better.
Kritzkrieg: The Kritzkrieg doesn't work because of engineers, not being ganked by multiple people. The Uber is primarily used as a siege-breaker and its really the only viable option against sentrygun clusterfuckery like you end up with at certain spots in dustbowl. An uber can give a demo, pyro, heavy and even sometimes a soldier a good shot at killing a couple of SGs. That won't work with a Kritz because engineer buildings take standard damage from critical hits. I still see them occasionally, but rarely use one. I also much prefer a standard Uber when I'm on the recieving end. If they fix the Kritz vs. Engie problem, it will be more than useful.
Ubersaw: I disagree with you on the ubersaw. The lower ROF combined with the fact that hitting someone with it throws them back several feet (or more if they're jumping) has gotten me killed on multiple occasions. I'm seriously considering switching back to the bonesaw as I'm a rather melee-happy medic. This one boils down to purely personal preference.
Flare Gun: The Flare Gun is perfect, don't even think about touching it. It has two jobs: giving the pyro a viable ranged attack, and disrupting enemy formations by forcing people to run get health instead of staying for the battle. It does both of these jobs masterfully. That said, I don't use the thing except under very rare circumstances (irritating snipers that I can't reach with my flamer) because I miss my shotgun against rival pyros. Once again a good alternative to the existing weapon.
Backburner: Once they took the extra 50hp off of the backburner, its very well matched with the standard flamer. I definitely prefer the burner though, because I'm a sneaky bastard. With a bit of luck and proper tactics, a good pyro with a backburner can totally dominate the other team. Crit fire kills way too fast when properly aimed for most people to get shots on you before they go down. After using it for a few weeks I've started setting kill records again. Its much more deadly than the standard flamer if you know how to use it. That said, the sneeze attack is crazy useful for defensive pyros as they can totally shut down uber demos and pyros coming for your engineer's buildings. You can also knock medics off of ledges to seperate them from their patients or knock people into an SG's field of fire. Since the flamers have been tweaked and rebalanced, they're fucking perfect.
Axetinguisher: As for the axetinguisher, don't set them on fire till you're close enough to hit them with the axe, silly! Still, it isn't worth a damn thing underwater so unless you have a shotgun, you need the standard axe. The basic axe actually does something to other pyros as well. Another one down to preference.
Four out of six isn't bad, is it?
Kritzkrieg: The Kritzkrieg doesn't work because of engineers, not being ganked by multiple people. The Uber is primarily used as a siege-breaker and its really the only viable option against sentrygun clusterfuckery like you end up with at certain spots in dustbowl. An uber can give a demo, pyro, heavy and even sometimes a soldier a good shot at killing a couple of SGs. That won't work with a Kritz because engineer buildings take standard damage from critical hits. I still see them occasionally, but rarely use one. I also much prefer a standard Uber when I'm on the recieving end. If they fix the Kritz vs. Engie problem, it will be more than useful.
Ubersaw: I disagree with you on the ubersaw. The lower ROF combined with the fact that hitting someone with it throws them back several feet (or more if they're jumping) has gotten me killed on multiple occasions. I'm seriously considering switching back to the bonesaw as I'm a rather melee-happy medic. This one boils down to purely personal preference.
Flare Gun: The Flare Gun is perfect, don't even think about touching it. It has two jobs: giving the pyro a viable ranged attack, and disrupting enemy formations by forcing people to run get health instead of staying for the battle. It does both of these jobs masterfully. That said, I don't use the thing except under very rare circumstances (irritating snipers that I can't reach with my flamer) because I miss my shotgun against rival pyros. Once again a good alternative to the existing weapon.
Backburner: Once they took the extra 50hp off of the backburner, its very well matched with the standard flamer. I definitely prefer the burner though, because I'm a sneaky bastard. With a bit of luck and proper tactics, a good pyro with a backburner can totally dominate the other team. Crit fire kills way too fast when properly aimed for most people to get shots on you before they go down. After using it for a few weeks I've started setting kill records again. Its much more deadly than the standard flamer if you know how to use it. That said, the sneeze attack is crazy useful for defensive pyros as they can totally shut down uber demos and pyros coming for your engineer's buildings. You can also knock medics off of ledges to seperate them from their patients or knock people into an SG's field of fire. Since the flamers have been tweaked and rebalanced, they're fucking perfect.
Axetinguisher: As for the axetinguisher, don't set them on fire till you're close enough to hit them with the axe, silly! Still, it isn't worth a damn thing underwater so unless you have a shotgun, you need the standard axe. The basic axe actually does something to other pyros as well. Another one down to preference.
Four out of six isn't bad, is it?