There is *one thing* I have noticed about TF2's design philosophy: In all forms, it can be shown through a triangle between support, offense, and defense. This is most obvious on the class select screen, where Soldier, Heavy, and Sniper act as the purest offensive, defensive, and supportive classes and the other 6 have hybrid roles with the one they are next to. However, this philosophy directly affects TF2's weaponry. Offensive weapons encourage aggression, centering around pushing into enemy territory and killing them Defensive weapons focus on preventing the enemy team from advancing, whether or not you are on an objective Support weapons are made to enhance another aspect of your skillset, buffing another weapon or helping you in a more general fashion. And at the center, there are "stock" weapons. Weapons that act as a central, basic part of the triangle that don't excel in any direction of combat in exchange for being stable and flexible to any possible situation. Now, fighting in a public server with less high skill players and no team cohesion, stock types are strong as a skilled player can dominate any situation with it. This is why the Eyelander, the "stock" sword, is powerful in that situation, the enemy team won't have the cohesion to make an effective defense and the Eyelander can handle any issues. Once you have a skilled opposing team, however, it loses its strength as it gets outclassed by the others. The Skullcutter is better for defending as your team can back you up while you escape at a lowered movespeed. The Persuader is better at offense, giving you a pathway to play extremely aggressively and quickly cut through enemies with charge crits. And most importantly, the Half Zatoichi is a support type that "supports" the raw skills of the Demoknight playing through raw survivability, letting a Demo who is skilled enough at picking fights and finishing opponents have far more combat leeway. And while not all weapons that are support-type support the skills of the players using them, those that do are usually *_The Meta_* (looking at you Kunai) due to the fact they amplify a player's capabilities without new glaring exploitable weaknesses.
I played the orange box for years and got use to the controls, to play with an xbox controller you have to been playing it for years. I'm not saying it's good, you just got to get use to it