Okay sooooooo first impressions:
I quite like the new Medic, aside from the utterly hax self-revive which was uberlolz for the first half-hour but got boring afterwards. The primary gun feels quite reliable, and the revolver is a nice slow firing but powerful contrast to T-Rat’s .45 (which I also like). The healing is nice, and I kinda like how it’s just a quick aoe pulse. It’s weaker than the deploy station and medpacks, but faster and I think it kinda suits the front lines more, particularly because you don’t need to swap weapon to use it.
I spent most time on the medic, but dabbled with the other classes. Sticky mines are terrible spamfests and need to die. The new Cov cloak doesn’t seem as broken as I thought it might be; I don’t have trouble spotting people using it, but I have ran right past people with it on, so I dunno. I don’t know if it’s because the guns are so much more accurate now, but Nader seems less obviously spammy than last time she was in. Then again it might be that the game is just so much more spammy now that she’s lost in the rest of the spam.
I don’t think the move from class-specific objectives works, because the game plays like an f-key team deathmatch. Maybe once the meta settles (if it does) I’ll be able to get on with it better, but I’ve been losing patience pretty quickly on the last couple of maps.
Ammo seems to be much tighter than before, but it might be the spam; certainly it seems like I have something to be shooting at almost all of the time. The fops ammo deployable is kinda handy for it: I noticed people dumping them at forward positions, essentially creating little forward bases that people tended to cluster around.
I’m still finding it really annoying that I need to quit the map to change my roster. Also launching the game to see servers, but you mentioned that already. Also, I hate the full-screen colour filters during incap/death. I turned all the post-processing stuff off, and it was still active. Performance seems to be a bit poorer after this patch.