@smakers
The Flare Gun is incredibly unreliable at long range because you have to hit them twice in a row with a projectile that has no splash, and if they leave and get a health kit after the first one, you have to hit them twice again. The Detonator is very good at inflicting afterburn, which does 6 DPS, which is slightly better than poking someone across the map for 3 damage with the shotgun. The Axtinguisher does 88 damage, which means it's basically always better to just keep your flamethrower out (110 DPS vs the degreaser's 139, and it's far more unreliable). And nobody uses primaries that aren't the Degreaser, the Backburner is gimmicky and outclassed.
In close range, it's not really significantly better than Scout or Soldier? Degreaser does 139 theoretical DPS, which is basically impossible to hit because the particle cone is wide. Rockets do 140, Scattergun does 164, Shotgun does 144. It's easier to hit your targets with the Flamethrower, but leading a significant portion of the particles is more unreliable than aiming hitscan or shooting the floor. Also, in CQC reflects are heavily based on psychology and luck, instead of being able to react to them by sight.
If you consider Degreaser flaming and switching every 2.02 seconds to the Flare Gun, that's 152 DPS (degreaser switch speed is .23 seconds, so 90 damage in .46 seconds + (the remaining 2.02-.46 seconds times 139 dps), all over 2.02 seconds). You might as well be playing Scout, since it's around 100x more versatile. Also, the Flare Gun wouldn't be as easy to hit with in CQC if airblast preserved momentum.
Nobody wants to make the Pyro good at long range. The problem, or at least my problem, is that the Pyro is unique among CQC-focused classes in that he doesn't have an effective way of GETTING into close range. Scout runs fast and has double jump, Soldier rocket jumps, Spy has cloak. Pyro has detjumps I guess but they're awful and it usually still involves just standing on a prop and waiting for someone to walk into you. Outside of flamethrower range Pyro is just a fat Engineer without the buildings, and that's the best-case scenario (if you run a Shotgun). If you assume that every Flare Gun is a crit (which is blatantly false), the Flare Gun does 44.5 DPS at mid-range if you hit every shot, which is another big "if".
If uberstalling was removed, then nobody would play Pyro unless they were forced to (like in HL). The class would be a utility class without enough utility to bother with. And that's why, if airblast were changed to not be annoying (and not that useful), I'd want it to be better at fighting stuff. Not full-time good. Basically just to reflect stuff on spam-heavy maps during stalemates without being absolutely useless against Scouts.
also since when does pyro counter sniper lol