[Report is based on the October 04 state]
Physics: No idea what is changed about it, but i like it so far...

HP/Armor System: well, now it really is against stacking, the basic idea is good, to allow relatively low health and armor stack not rotting, but the problem that in games where powerup control is imoprtant (for example TDM, 1on1 or even DM), players will "have to damage themselves" to be able to pick up the next powerup if they werent damaged on-route to it, and this is pretty strange. I think the solution could be a VERY slow rot, like -1 from armor and hp every 2nd second until 100, this way the whole point of the new system wouldnt change too much, but it would also allow the powerup control on the map.
Ohh yeah: people will be really silent if they cant pick up anything when they are stacked, maybe some proper footsteps should be considered

Laser: I dont see the point of adding an inbuilt-laserjump feature, especially since most of the time angle wont be good enough to prefer it over the manual one. I still think that a close range (gauntlet-like) cut would give more flavour to the game, using Yoda's model.
Shotgun: secondary is weak comparing to primary.
Machinegun: Nice changes, good balance, I like that finally it consumes more ammo.
Camping rifle: I like it, but its too much similar to nex, except the headshot, and of course the "stealth" feature, that people cant see the shot origin. The problem is that now there are 2 almost same weapons: nex and CR. A solution could be to turn camping rifle into a "real" sniper weapon with refire of 2,5 seconds and damage of ~90, so camping rifle and nex would change place. With the huge refire, rifle would be only possible to use on long range for sniping, and its damage wouldnt kill anyone for the first hit. (with armor neither for the second). Secondary is still not unique enough, but at least its heating

Mortar: primary isnt too bad, but still reminds of a mini-rocketlauncher. The mortar shots should be much slower, allowing the trajectory to be shorter but higher, something that reminds of electro secondary a little bit more. The mortar secondary right now is useless, I agree, the recommendation is good, keep the original feature with bigger blast radius so it would be more effective on "blind shots" around the corner.
Hlac: its like laser with faster refire, it has newer been too unique, neither it is now.
Electro: Underpowered. I dont agree with Flying Steel, electro is a COMBO weapon, not a rocketlauncher, in earlier versions (iirc 2.3) it was something like he mentioned, it was pretty bad. Technically the point of electro is the secondary, but this one has way too small lifetime. In this case i would say the original electro shouldnt really be touched, its really nice the way it is in 2.5 currently. I think its not electro secondary should stick to the wall, but rather hagar secondary as proxy-mine.
Crylink: it lost its main feature with the lower refire rate. The primary could remain the same, but it should bounce 3-4 times (loosing a little damage after each bounce), and the secondary is something like in balanceSamual.cfg.
Hagar: pfff, I couldnt understand the point of secondary, I'm still for the idea of proxy mines

Rocketlauncher: Pretty strong (as it always should have been


Nex: well okey, if Lord Havoc wants a shock rifle...... I really like the lowered push, maybe the best change within the new weapons

Fireball: Really underpowered (especially for a superweapon). Primary refire should be much higher, and the secondary technically worth nothing since people can always dodge it thanks to its superslow speed. Its radius should be much bigger i think, with more edgedamage.
If I look at all weapons alltogether, I think they are really underpowered now, the lower refire rate is against spamming as I see, but the damage doesnt correspond it at all. It takes like half minute to make a kill...