Force-a-Nature - Heavily debatable, especially in the hands of a good scout. Fast firing speed + knockback + more damage per shot vastly outweighs the 2 shot limit per reload.
Enforcer - Better than it was, but still a bit overkill to me. 20% slower firing speed was a better choice than some of the possible downsides they were throwing around, but it's still capable of mass devistation even from a noob...
Pomson - Ugh, at least it doesn't penetrate any more... One of my absolute least favorite weapons as a Spi...
Sydney Sleeper - Really can't find a massive "OP-ness" to this one, yeah it can jarate you from long range at full charge, but it also can't headshot you.
Machina - So long as you get in their face, these guys aren't a challenge.
Black-Box - 3 rockets is a good negative IMO to getting a possible 15 health on hitting an enemy.
Backburner - STILL too OP IMO... Like the fact that they took the +10% damage off it, but then they turned around and gave it a freaking 10% baked in damage buff... Still think it'd be far more balanced if it didn't have the airblast again.
Ambassador - Irritating, but not OP really. You have to actually aim to get good use out of it, and it's not something like the Enforcer that you can just line a shot up with and spam thanks to its aim going wonky after the first shot.
Phlogistinator - Irritant, but even with the old 90% less damage when activating it they were killable with a backstab.
Ullapool-Caber - lolno. One Shot Johnny until he's worthless and has to run back to a resupply cabinet. Now if they were to add a meter that'd recharge the caber after detonating it, then we'd be looking at an OP weapon...