What's next, Valve, flaming bag of poop bombs for the demo? When the enemy comes out of their base and tries to step on it to put it out, they realize it's full of poo...but not just any poo, EXPLOSIVE POO! Then it explodes and anyone with any poo on them dies!
See, it's funny to crack the joke, but if it actually were in the game...it'd just really detract from the TF2 universe/atmosphere/mood. Know what I mean? It just doesn't belong.
I'm fine with the effects of Jarate, damage taken increase on someone will get snipers closer to the action, and into the mid to mid-long range, instead of long to super-long range, and that was Valve's goal. And they get added utility with putting out fire and shorting spy's cloaking devices, though both of them are situational, and in my opinion an even balance considering the sniper sacrifices a whole weapon for something that doesn't do any direct damage. Same for the Razorback. A sniper using the anti-spy unlockables will have ONE weapon, the bow or rifle. Once he's geared up with anti-spy stuff, ironically, he lacks appropriate weapons to take the spy down. He counters the spy, but also opens himself up for a more real competition - a close range match with the spy where backstabs and cloaking devices may well be taken out of the picture. In that event, my money is on the spy with his hand-cannon, be it the Ambassador or old Revolver.
Addressing Calle's most recent comment on a midrange sniper loadout: I agree, sniper really can be called a support class now. Now they can interact with other teammates, instead of sit far away and ignore their teammates. After all, it's TEAM fortress, and there's no SNIPER in TEAM. I mean..no I in Team. You get the point.
As for a mid-range sniper loadoat...I'd say Huntsman (lower charge time, you can't be charging for 3 seconds when you're easily within demo-spam range). Second, Jarate. Your Kukri really isn't going to be too useful when you're this close to the action, if you get up close to use it, 10 guys all turn their guns on you and you're toast. And of course, you get that awesome bonus of putting out flaming enemies, and increasing damage on an enemy, or maybe several enemies of the jar can like splash on the ground and hit multiple people. Plus, that damage buff compliments my third choice in case you get into really close quarters action: the SMG. You're close to the action, you need a weapon that can be useful in close quarters, and when you're that close, spy threat is minimal. What spy wants to uncloak and stab in the middle of a big firefight just to take out one sniper? Some do, yes, and some will and get away with it. But it's a much much much larger risk than stabbing that lone sniper 10 miles away from any of his teammates. Snipers are spy bait right now 'cause they're EASY, not because they're especially valuable targets (unless they're a really freaking awesome sniper holding back an entire team).
My only question is: If a sniper Jarate's an enemy, and a friendly then kills them, will the sniper get an assist for the bonus damage he allowed to happen? I really think Valve should code it in so that the bonus damage is credited to the sniper, if not literally, then at least for the purposes of determining an assist. Because if a sniper on my team is ballsy enough to throw pee on a guy in close range, and that enables me to kill that guy, I want to give that sniper the assist. He earned it, way to be a team player. Teamwork is what makes TF2 more than just a normal shooter, but instead an online multiplayer experience to use Valve's and many reviewers' words.
So there you have my opinion on the close(r) range sniper loadout. Long range, I'd say the rifle, razorback, and kukri. Rifle obviously for long range because I'm sure the arrows from the Huntsman will suffer from gravity's amazingly persistent urge to pull them down. Razorback because lone snipers far from their team are, like I said, spy bait. Kukri so you have something to go after that spy with, in the event that close quarters no-scoping isn't your thing, heh. Plus that Kukri crits like 147% of the time on spies, I swear.