drmtcBrownymaster, what you don't understand about bhop is that the ratio of speed to each class remains the same, with or without bhop. so the max bhop speed of a heavy is slower than the max of a medic, in the same ratio that it is without the existence of bhop. this cancels out any argument about one class being more powerful than another one, unless you can explain it to me another way. as for finding a way to implement bhop that keeps it challenging, im not sure if this is possible, but maybe there is away if you play around with the physics engine (idk im not an expert in this field).
you use the heavy with gru as an example for bhop not being balanced, but bhop would be nothing like the gru, because everyone would be able to bhop whenever they wanted to, unlike gru where only heavy can use it when he switches to his melee.
i dont see how everybody getting to mid faster is a con, because everyone still gets to mid in the same ratio of time as they would without bhop.
IDEALLY, someone would make a mod where bhop would be as challenging as it is in tfc, where you CAN'T do a low rj to accelerate to your max bhop speed, because a low rj is much faster than 170% of the soldiers defualt speed, and if you do do a low rj and try to bhop in tfc, you will be dropped down to 100% default speed the second you touch the ground b/c you went over the 170% default speed cap.
so far the only really arguments i see are that it would make a even greater barrier between pubbers and comp players, and that the tf2 engine limits the creation of a bhop system that has a significantly steep learning curve.
The mod would have to manually adjust the max speed; as far as I know, max bhop speed isn't capped unless the mod has it's own vector limiter (in which case, would a heavy blasted by 8 stickies while ubered lose speed on a bounce?). Which would be kinda dumb, since an rjing soldier would lose speed on a bounce when currently you can still maintain some speed off the first jump.
As you can see, you're proposing a new mod with more modifications adding more complexity to what was meant to be a simple mechanic (bhopping is pretty simple, mastering it is more difficult that it's implementation). As is, you're asking for a complex mechanic with a simpler learning curve (which IMO is dumb).
Also, the ratios are NOT preserved because demo and soldier use explosives, scout is nerfed on maps like badlands where you'll constantly bump into places (like dropdown @ badlands), and plus the rollouts often go to entirely different positions (sniper bhop to badlands choke).
Basically, the mod you're proposing is more complex than most current implementations of bhop (from games like quake and NS, I swear your momentum is conserved for the most part on a bounce after a RJ or blink). It's also severely dumbed down because server sided bouncing isn't synchronized like an engine bounce is (which means you need a TF2 promod).
Basically, it boils down to you not understanding how pure ratios != preserved balance. How about if we made it so every class moved 5000% faster? Even if the ratios are preserved, gameplay isn't. The marginal difference between each class isn't preserved, considering you could touch any wall in under a second. The bhop scaling will not preserve the balance, especially with explosives.