MakI think all of these unlocks pervert the flow of the game. Banners slow shit down by taking too long to build and kinda have busted effects (beside conch). The reward for good spam/pressure is the immediate effects of it, with banners you can have 1 guy take a bit more risk and have everyone else play low-risk and you'll build an advantage eventually while exposing your team as a whole to less chance of a misplay.
I don't know if I completely agree with this. Obviously banners work best if you play around a stalemate but they don't make creating the stalemate any easier which I think is the main problem with other unlocks that deserve a ban. They also provide a resolution to their own stalemates and some of the best counterplay to them is to not let the game get slow enough that they can build it (by doing stuff like aggressing the flank with ur combo, sending players behind etc). In that way they feel more equivalent to stuff like offclassing to sniper and spy where you're going to do it when there's already a stalemate rather than planning for one with it. It does take longer to build than a pick class does to get a pick so there's something in that though.
MakZesty Beyond that, I think there's a few weapons that actually have good use cases that most people don't include on their lists (soldier backpacks, and either quickies or scottish resistance for getting stickies off a point).I also don't think demo (or any class) should have access to projectiles that can destroy stickies, its rly obnoxiously strong in enabling cheese plays. Luckily no map in the map pool rewards it too much atm but yea.
I'm not sure that enabling cheese plays (where you're saccing for the point or deleting stickies to get through a choke) is inherently bad, it's just different. I do think that deleting stickies as they're coming out of a demo's gun so you can do damage to him and deny him from doing any is a pretty stupid mechanic though.
I think my general point is I kind of worry that we have a very fixed idea of exactly what the game should be. At this point everyone has figured out how that version of tf2 should be played and it's purely about execution which imo makes the game far less interesting than it has been in the past (along with certain balance changes that threw off the initial flow the game was designed around in the first place). It really hits home watching the streams of the old ESEA finals where they're still working out how to do all this stuff. I don't think unlocks in general really affect much at all, but I do think that wanting to ban stuff when you won't see it used in 95% of games and it's effect on gameplay is minimal or for one specific play is very much a symptom of that.