The deal with Steel is that the final point is always open to capture, but it's right beside Red spawn, incredibly open to attack, for the first couple of points you can only reach it by double/sticky/rocket jump and Blue has to take an alternate route avoiding the current cap point to reach it. It makes it harder to defend because a single scout on point E can make half of Red team divert their attention. It's kind of a fun map, but I'm pretty bad at it. It's also a horrible spy map, attacking or defending. The worst. It's practically designed as a big fuck-you to spies.
I find it's geometry confusing as fuck. I've only recently been able to get out Red to Point A or B.
God damn. Its fucking confusing.
Red spawn has signs telling you which exit to use.
Weapons are a much larger deal and actually impact the play on TF2. Considering how much shit each new weapon that Valve introduces, and also considering that everyone thinks they're a game designer from their office, it'll probably spell diaster.
There are exceptions though, but not very many.
Which is why I specified, "at least as officially sanctioned reskins". I'm expecting more reskins, weapons with a different look but same effect, in the future considering valve has already opened that door with the Postal Pummeller, Maul, Wanga Prick, etc. Seems likely there'll be a bunch more eventually, but right now valve is sticking to misc items to fill out their 2-misc-slots upgrade.