Overall: I see that you have brought all the weapons' firepower down by like a third or so, just like in 2.6 balance. I'm curious what the intention behind this is, because I thought it was only for 2.6's new health/armor system. I think that with 2.5 or 2.6 health/armor, either way is about the same, so you should only lower the weapon effectiveness if your intention is to make individual fights last longer, dodging be more effective and important and escapes by losing combatants or flag carriers easier.
Umm, no? I didn't lower the damage by a third -- it's just very very different (Although I did lower it slightly, but this is explained later). I can still kill just as quickly (faster in fact) as with 2.5.3 balance. But well, yes, 2.6 balance lowers it a lot aswell. --- By the way, I should take this time to point out that my players have less health, as in I have lowered maximum health/armor and changed regen and etc.
Laser: Love the faster laser shot, but prefer a 30 damage shot to make 4-hit kills something you could better count on.
No, my point was to make it more useful as a laser with low damage so you can use it more often, and even so: You can still use it in a shotgun/laser combo.
SG: Moar pellets.

They can do less damage to compensate, but it just looks better to have more pellets in the air. And only 6 pellets coming out of a shotgun in also unrealistic.

I would also make it do 65 damage, whereas yours does 60 and the 2.5.2 does 72 or so. And make it run out of ammo (give it less starting ammo and ammo per ammo pickup)!
About the spread: I know, I want it to spread more while maintaining good damage.. I'm waiting for div0s changes to spread so I can make this work properly.
MG: I like the higher ammo consumption but it looks like you've also made it significantly less powerful versus the 2.5.3 MG for some reason. Do you think the 2.5.3 MG is overpowered still?
It's not higher ammo consumption, I made pickups for it give much more ammo.. And it's less powerful because it's more balanced this way with a higher refire rate. I think it's fine because it's still a very affective weapon, but i'll try raising the damage a little on my server to see how it is.
GL: This seems like a step back, both because the GL is so good as it currently and because this seems to make it less effective versus the Electro. Secondary spam isn't really a problem with this weapon either, most folks prefer the Electro secondary when they want to flood a room with splash spam. The only GL secondary that could really improve on the current is a BFG (Big Fucking Grenade) that is coded to not blow up on contact with a player, only when its timer goes off or once it has lost alot of hitpoints. Something to toss around corners like you do with grenades in alot of games, which would be a very, very cool secondary for the GL.
Less affective? Not really, it's probably the most powerful weapon in my balance (Statistics say that at least, closely followed by other weapons though). But well, I changed the arc in correlation with disabling the affects of newton projectiles.. I think this arc is better anyway, it allows for longer range shots and more accurate shots all in all.
Electro: Bravo! Secondary with that fast three shot burst makes this weapon make sense with the fast paced-ness of Nexuiz finally.
That's... what EVERYONE says

, so.. Yay.
Crylink: Maybe give it a little more spread, like 0.02, but this is good. I really like the secondary, that's alot of fun because the shots fire so fast but travel so slowly. Something like this would also make an excellent flamer-thrower style primary attack for the Fireball, in place of its current crappy primary.
No, the point of lowering the spread and edgedamage was to make it more of a weapon that requires aim and less of a spammy weapon. But well, I actually made my own fireball code which I haven't committed yet which performs much better imo, i'll probably post a diff and explanation later.
Nex: Cool, maybe it is finally balanced with these settings.
Statistics say yes

Hagar: I'm not real fond of what you did with this, because the Hagar suffers a lot from its slow shot speed combined with really high ammo consumption. Lower its damage and increase its spread, but increase its speed to 4000 or at the very least don't reduce its speed at all past 3000. I definitely recommend balancing its other stats around a 4000 shot speed though, otherwise it turns into an underpowered-ly brief burst of spam-fest. Also don't reduce its edge damage to zero- this makes it too much like a Cell weapon which 'burns' you with splash damage a little instead of kicking your ass to the ceiling like all the explosive weapons currently do (basically they all have splash with edge damage, all ion weapons have splash with no edge damage, kind of an unspoken rule).
It's a medium to short range weapon, the spread correlating with higher damage is on purpose. And the shot speed must remain the same, else it's too similar to the Crylink. But, yes the edge damage was an accident -- I forgot to increase that, will do today.
RL: It shouldn't do any less damage than the Nex. And instead of reducing its blast radius, it would make it less spammy and make it make more sense as a rocket launcher if you focused on increasing its refire time. I think you might have found a real sweet spot on the speed though and the rocket acceleration is a great improvement for this weapon!
I think it SHOULD do less damage than a condensed plasma beam... But well, this was also to balance its speed and guiderate. And, it DOES make more sense as a rocket launcher as I really worked on making it what it should be to be realistic. (Higher refire time, etc etc) -- The radius is reduced to stop it from being overpowered and to stop it from being too similar to the mortar.. btw, the mortar has a bigger radius than rl.
HLAC: I think this weapon deserves more credit than it gets. The spread growth balances its power with more versatility than some weapons. Because you can use short burst for distances and full auto for close in fighting.
I just don't like this weapon with my balance, it either: doesn't fit (Too odd) or: fits too well (It mimics other weapons).. So for now, it's disabled.. I was thinking about doing entirely new functionality on it though, so we'll see what I can code later.
Rifle: I would recommend not abandoning the headshot advantage feature, because it adds some skill factor to sniping, whereas the Nex was just easy point and vaporize. Maybe make headshots do 75 damage.
It's too easy to get headshots imo, they should have no advantage because Nexuiz has armor.. But well, i'll try them with an advantage of 20 later and test it.
Physics: This is slightly OT, but your server has like no friction; I was having Battlezone 2 flashbacks.

This is probably a lot of fun on open terrain maps but on cramped or space maps it can take the attention off of the weapons a bit. Of course being inebriated doesn't help me either, maybe I'll give it another shot (heh) tomorrow if I'm more sober.

Physics are separate from my balance.. just as my balance is separate from my physics. Basically, there was no point in commenting there

But well, yes I was going for faster movement in a way that isn't extremely fast.. Best option was a nanl-ish type config, I based it off of 2.3 physics and went from there.
Anyway, thanks for giving your opinion on this and pointing out some things I missed.. I should have time to do them tonight, so.