I have played 4 classes by now and at a first glance that’s what I can say:
Rhino gun almost ok, is fun to play, especially with the fat sound, but needs a tiny decrease of initial damage but lower damage fall-off with distance. At distance more than 5-7 m his gun seems to be even more useless than stationary MGs
At least such was my first impression. Pistol is ok, powerful enuff and should not be nerfed under no circumstances - it is a vital asset to slow starting heavy MG. His pistol needs to be powerful.
Fletcher is less agressive now
The reason is his new pipes. I am all for piptraps but the way it is implemented is hardly viable. Namely the detonation approach. It requires pressing additional button to draw the detonator, then pressing fire to detonate. In the heat of the battle, this combination (together with the prior placing of three stickies using other 2 buttons), is very cumbersome (unless there is a quickweapon bind for detonation, which would mean i have to bind yet another button for this since i don’t use quickabilities apart from knife). There needs to be a way to detonate stickies w/o drawing the detonator, e.g. by use button. That’s the way it worked quite well in TF.
Arty is very very good now, on the borderline with being op. It is now actually fun to play with his tappy AR. Also faster artillery is very useful to quickly clear small areas - that is a very nice modification of the original artillery, which also makes now Arty more different from Skyhammer. The cooldown for arty should be made a tiny bit longer though.
Thunder is now competitive again. I think his gun is now where it needs to be, approximately. The big prob is his conc nade which seems to have become yet even worse than before - the conc effect shows slight smudging and sparks in the air, not impeding the aim and shooting ability even a little. He really needs a very evil, nightmarish conc so that the char is feared enough.