Nerfing it is a fine idea. But you have to play with a thing to know how. The divergence between comp and other TF2 is so appalling today because of the decisions made years ago to adopt the "ban it now, wait for fix later" mentality. Not only does that starve the weapon of the competitive context needed to see a meaningful fix, it sends the weapon to the grave yard as those that are eventually fixed in some way, almost never (is there even 1 example?) make it back into the whitelist.
Those who so optimistically look ahead to MM as the savior of comp TF2 must espescially come to terms with this. We've built an airtight meta-wall in 6v6 and we've hid behind it for many years. The truth is, the powers that be shaped the game to allow the cookie cutter lineup to thrive because of a communial holier-than-thou idea that it was the best/most competitive. There's good argument for that, and it worked because we were on our own and could make that decision. If it was annoying, seemed to threaten that meta, of empowered a non-standard class to the point where it seemed we might have to look at it more than we wanted; it got banned. Bonk, jarate (i argued against it myself), GRU (and we helped design that one), the banners, loch n load, all got the axe because they are...too good? Too annoying? Meta ruining?
There have been awful unlocks (phlog). There have been unlocks we've given a shot and had to abandon (quick-fix). But the majority get a ban first ask questions never treatment, and all I'm saying is that if the comp TF2 community expects MM to save the day, they need to expect being "annoyed" at some unlocks.
The day is coming when you're going to see a 4 scout with bonk, 2 quick-fix medic rollout to mid vs. 3 GRU heavies and 3 meds of varying ubers. If we can't cope with the damn loose cannon, we screwed, team.