MR_SLINI think valve has been making good balance changes across the last two updates and this update sets the foundation for what they've been talking about for years: data-based decisions. Matchmaking and ranked pubs will let them collect tons of data around what weapons are used by winning teams and what weapons are used by losing teams. Which weapons are used by good players and which are used by bad ones.
All that shows you is if you want to win you use the best weapons. That doesn't tell you if the person/their opponent/the spectator enjoyed being part of the experience, no matter how balanced it will be when Valve get their precious data. If you put two turds of equal mass on a set of scales, they will be in perfect balance, but it doesn't make your house smell less like poo than when one turd was bigger than the other.
What TF2 needs in order to be a competitive game(not a successful one, just a competitive one to begin with) is direction, not balancing or expansion. There is nothing to balance right now because in Valve's mind, competitive TF2 has no clearcut identity for people to be captivated by and which the balancing would work towards achieving. Quake has fast-paced DM and internalised timings, Overwatch has class-centric teamplay, CS has slower moving heavily aim-based tactics. According to this community(TFtv), TF2 should be about über-centric and movement based three-dimensional DM supplemented by utility class and unlock switching, but if you just take an honest look at some of the classes and most of the unlocks that are in the game right now, Valve has no such precise vision for the game, or at least this update did not show what that vision is.