WiethoofdEye, read the post above you, read the lesson plan I wrote and then feel free to delete your entire post again. Going into specifics about certain upgrades/class roles is not the best way to teach people who are new to the gamemode.
Airblast still resets the bomb if carried by smaller bots, Beggar's was explained you need to tap and buy reload/firing speed, if you're a newbie scout it is more important to focus on resistances and getting the money than dealing damage, damage falloff on splash with rocket specialist is less important than actually buying the damn upgrade to negate the falloff on the actual rocket you shoot (+stun).
Mentioning heavy is shit against tank is also very counterproductive, you better have a heavy shooting the tank than soloing front, dying and making you lose money because you're playing with random people and an inexperienced scout.
I know you're a teacher and all that but i looked through the pastebin myself and considering i'm not as experienced as Eye or most others here, this is my perspective.
Its too general. That's right. the bloody lesson plan is too bloody general. I'm gonna go through this class by class.
Scout: Ok this i can somewhat agree with since i'm still considered a meta scout. The loadout i go with is soda popper, milk, and fan, for obvious reasons. With the soda popper, i can have multiple jumps which helps me skip jump height for a wave or two (before i realize mannhattan's a butt with the walls), and we know what the other two do. The problem is that i've seen so many scouts forgo resistances, maxing out their milk early (even if no super scouts), that its counterproductive.
Soldier: General info would have been more useful in this situation. Usually the most primaries they go for is Black Box (Heal Per Hit, though nerf or fixed, idk), Stock, or Beggars. Beggars is usually more DPS on tap fire rather than barrage due to trying to aim per rocket verses taking a crap shoot on 3 rockets with the deviation. Also with the hidden game stat of firing speed for Beggar's, that's what most will go for. The banners would have been more precise in explaining.
Conch: Healing and Speed Boost (35% health gained based on damage)
Buff Banner: Mini-Crits within a given radius
Backup: 35% resistances on all fronts, 50% sentry resistance, negates mini-crits and crit hits.
And only ONE rocket specialist on ANY rocket launcher. One is all you need, and those who get more than that are just wasting it. Also please dont clip size on beggars..seriously.
Demoman: Only thing i have here is that crit stickies are overrated.
Heavy: I'm actually an advocate Natascha user cause i dont trust my team with super scouts, plus with the 20% bonus resistance, its a good tanker. As long as you're up close, damage is damage.
Demo/Heavy Tank note: Contrary to popular belief, Demo/Heavy/Engineer basically have around the same DPS on tanks (based on full firing speed, etc) though the Engi gets an one up if Wrangler is involved. I've seen so many times of "Demo and Soldier on tank" that its ridiculous.
Pyro: Phlog for tanks, Backburner for mainly mannhattan. Resistances are nice, but one of Pyro's main attributes revolves around aggro: if the bots cant see you, you cant get hit. Its an amazing thing.
Engineer: i dont really have much to say, its about spot on.
Medic: Dont play the class that much, i just know people have gotten used to it.
Sniper: Jarate is nice, but Cozy Camper makes me steady.
Spy: I dont play the class either but i know its power potential, lord knows i've seen it from Eye.
(Its more of a how we want to play and what works for us rather than trying to make the other see our views. I'm honestly being as nice as i possibly can right now cause i dont want to seem like a douche. I tried to read everything i could on this game mode to be informed and i dont finish as many tours as i should because i'm tired of dealing with randoms with crappy upgrades and even crappier attitudes all because they want shiny pixels)