I just wanted to add that I think changing the weapon switching time (which is what this is effectively about) is a bad idea.
I agree with the previous posts that Nexuiz' appeal is its fast-paced action. I understand the devs who want to push for more balance, but I think there's a real risk to go overboard following statistics on weapon usage etc. Nexuiz is not a tactical game and although it could be, it would no longer be the same game if you made it one. That doesn't mean that it should be allowed to become completely FFA and some of the efforts to prevent that are appreciated, but anything that changes the core nature of the game is a bad idea. In this case, weapon combos are definitely a core feature of the game. I say this as someone who's not very good at them and who gets killed often enough by those who are. I accept that and I don't want the devs to nerf good players just so I can live a little longer in the game.
In the case that this was just a coincidental change that came along with the animation due to artistic priorities, then it should definitely be changed back to 0.3 seconds. If it's a dev decision to intentionally affect gameplay, then I think it's fair to say that it's underhanded to commit such a major change without any discussion on the forum, especially as close to a release as we allegedly are.
Also, a quick thought on weapon balance in general... I doubt there is a holy grail that will enable all the weapons to be somehow equal. Sometimes the attempts to balance them feel like someone carving a figure out of wood without ever being satisfied, so he just keeps whittling the wood down to a nothing. Again, I and I'm sure many others truly appreciate the devs' efforts and I understand that this is a considerable contribution of your free time, but please don't take criticism of your decisions on certain matters personally. I know that you have to deal with a lot of negative reactions that could be voiced more eloquently or given more thought before being expressed, but many of the objections arise because the players care about the state and direction of the game itself and want to preserve the parts of it which make it enjoyable.