on this whole viewmodels in other games thing, let's compare junkrat
http://www.gamecrate.com/sites/default/files/Overwatch%20review%20junkrat.jpg
to the grenade launcher
http://www.imfdb.org/images/thumb/e/ed/TF2DemoNade.JPG/500px-TF2DemoNade.JPG
one thing to keep in mind is that in OW viewmodels have a huge amount of sway, in TF2 they're completely static. seen here, while junkrat's viewmodel is still pretty huge, it has a lot of holes that allow you to still see around it, and it tries its best to stay out of the way of the crosshair, specifically arcing the iron sights on the launcher back from the crosshair. compared to the TF2 grenade launcher, it does its damned hardest to force that iron sight in front of the crosshair, and the entire viewmodel is one large blob that pretty much makes the entire bottom right quadrant of your screen useless at all times.
also the viewmodel FOV in overwatch makes it so that it doesn't feel like junkrat's grenade launcher is right up against your face, while it very much is positioned that way in TF2. if you draw a line from the crosshair down the top of the gun, in overwatch that line also goes from the crosshair to the exact corner of the screen - in TF2 that line goes almost horizontally. that's bad.
and don't even get me started on the direct hit.
tldr: valve give us viewmodel fov or at least make the fov less fucking atrocious.