In Sparks current form, when a high experience level player enters the game who is adept at using her, this person becomes a goddess of life and death. As soon as you are in her line of sight, she headshots you and instantly downs you, all the whilst strafing at insane speeds and instantly healing whenever you manage to touch her. She instantly heals at every range and while she is doing this she is moving at insane speeds. She is broken for an experienced player to such a degree that she manages to compete with the two other insane high level characters, Fragger and Sniper, but with one crucial difference. Not only are her assault abilities insane, but she also has the abilities of a medic. This sends her over the threshold of balance and into the realm of being OP.
And to predict and rule off some of the responses that I know are coming, Stickies from Fletcher are irrelevant to a high level Sparks, who is busy speed demoning around the map, same goes for Nader and Fragger, a simple long jump and shes gone. Phantom is the same, her speed allows instant escape. Barring that, she can strafe at top speed in the game, so charging her Revive gun is not a problem, as she can do it around a corner then pop out and take down all bar two of the currently implemented mercs in a single shot. Please do not confuse what I am saying here. Sparks for an inexperienced, somewhat inaccurate player is balanced. I see that. But meet any of the life and death goddess players out there (eg. PJ Gunmetal for all you aus players) and you will probably agree with me. She is broken.
A simple proposal to fix this imbalance. When she strafes, her hipfire accuracy goes way down on her Revive gun. This way the guys who hit 95% of the headshots they go for are going to have to actually be vulnerable while they line up their one shot on their medic gun at any range further than a pennies throw.
Anyways, I shall now prepare for the backlash from all of the Sparks players out there who are all enjoying her constant buffs.