Ive always found the power/pick/support system to be pretty accurate. I feel like it describes the classes roles on a team well, and definitely better than the stock categories.
As for "you don't need more than 2 of any pick/support class." I mean, no team will ever need a demoknight or a trolldier. There's also the whole "anything spy can do sniper does better" meme, so there's probably an argument to be made that no team needs any spies at all.
If we're looking at pure optimization, I guess there's probably some credence to what they're saying. It's a decent rule of thumb. But on the other hand: three scouts on 5cp is kinda good, and I've seen some good triple engineer holds. I also think triple snipers is better than people think, it's just that people who would pick sniper third aren't usually good at sniper. Also there's an achievement related to having 3 medics on your team, so technically a team that wanted that achievement would need 3 meds.
He was mesmerized by the spray but trying to act natural.
I'm gonna have to agree about 5cp. It's my favorite mode too. The back and forth is best in 5cp.
But I'm gonna have to go with foundry for my favorite map. Not because it's well balanced or anything, I just like it. I think it's neat. I like to try to push people into the cauldron, and have long games (but not always games as long as powerhouse provides.)
Also runner up and a bit of a hot take: pass time is really fun. It's too bad we'll never get an update to it because of copyright issues, but you can get into some fun back and forth, and it's a mode that is severely underrated. District is my favorite map from that mode.
He's got a level 3 dispenser at least. Admittedly in a pretty odd spot, but still.
I've been assuming it's meant to portray the network of federated servers.
Pumpkin is my favorite, it's relatively hard to get wrong, usually not messy, and it tastes so good.