You should give criticals to Demomen if they have any boots on.
critical stickies everywhere yay
Ullapool Cabers can be used twice instead of once.
In my opinion the caber is only good for getting away from Hale if you dont have enough time to sticky/grenade jump out of the situation, giving the caber a second use would just make the demo an even more annoying target since he already has two weapons that allow him to escape easily.
Demoman boots also give the user increased walkspeed.
Gee wizz, you really want boots to be buffed dont chya? Assuming the boots do get buffed with the critical buff you suggested, this buff combined with that one would just make them a tad over-powered. A sticky demo could just whack Hale with a sword for faster movement speed, same goes for a demoknight.
Gunboats have 80% blast jump resistance instead of the regular resistance.
Are you a mad-man? The Gunboats are already so powerful, you only take about 25 damage from a single rocketjump and the fall damage you would normally take is insanely reduced.
Escape Plan's effect is tripled.
idonteven do you even play soldier and know how easy of a class he already is to play.
Blutsauger is enabled but does not have Overdose effect,instead heals +20 HP for Medic and gives 2 Ubercharge per shot.
A medic getting a weapon that heals him isnt needed, he gets one hit killed by all Hales,recovers 3 health a second, and can taunt with his medi-gun to heal up.
Natascha is enabled but it has a 50% chance to slow Hale instead of a 100% chance. Natascha also has a 50% damage penalty and 75% longer spin-up time.
So bad.
Amputator has a faster taunt time.
This is the only idea that's actually decent, but I doubt it would influence much more use of the weapon since the Uber-saw gives you full charge in 3 hits on an enemy.