Hello gentlemen, first forgive me for this wall of text and how terrible i am at formatting messages, secondly i come here today to discuss some changes for reverts i have been dwelling on these last couple of weeks, but BEFORE you read said changes, i need to give some context.
i am someone who since joining the group has been obsessively interested in seeing how far you can push a revert before it's too much, in the past i have suggested a handful of reverts that i knew in the back of my mind were probably overpowered but wanted to try just to see what happens, examples include release tomislav, 2010 natascha, smissmas 2013 short circuit (i concede it's OP as shit despite how hard i tried to push it) release persuader etc. While most were dropped, some were kept like the fists of steel which i adore. Having said all of this, i would like to propose some changes BUT KEEP IN MIND these are wild changes that i just want to throw out to the CastaCommunity, i would like to try these reverts out of curiosity but i understand they may be unreasonable and radical (a mix of possibly being OP/existed for a very short period) so take them with a grain of salt. I don't expect these to be tested let alone kept as permanent additions but hey, i think today we have alot of things on the server that would be unthinkable in 2024. 
-Release Enforcer
the Enforcer is perfectly fine as is, it's fun, viable, and balanced but i would like to push it further as a test, we got a small taste of it during april fools and it kicked ass, as for it being a straight upgrade, it would objectively be so when paired with the dead ringer, but the other invis watches still see MUCH use (dead ringer isn't a power creep, must pick unlock so its very common to see the other watches), in the context of those i think stock would still be a viable and solid choice, extra long cloak time is not a light punishment in my opinion..
STATS: 20% damage bonus, 0.5 second longer cloak (longer then blink time with saharan set!)
-All shields set to release
this proposition started with the Tide Turner, i fuckin HATE losing all my charge when getting shot at, and after watching many youtube videos showcasing it in action, i knew i REALLY wanted to use the day 1 version. basically infinite charge without the possibility of losing it all looks and sounds so tantalizing, the problem is that i am not delusional and know that this version of the turner puts the other 2 shields to SHAME. if we were to use this, the other shields would fade away into obscurity. So what's the solution? my proposition is to set both of them to release aswell. When the Chargin Targe first came out, and for 27 days after it, it boasted a 50% fire damage resistance and a 65% explosive resistance (thats more then the fists of steel!!), as for the splendid screen, on release and unfortunately for just 6 days after, had 25% fire resistance, and 20% explosive resistance, instead of the measly 20% and 15% currently on Castaway.
i believe that while demoknight is good on the server, it wouldn't hurt to bump him just a little higher, you gotta admit sacrificing your explosives to charge into a gunfight with nothing but a sword and shield is awesome.
I think these changes would put the shields into 3 categories. 1. the Tide Turner becomes the definitive mobility/aggressive playstyle shield with modest resistances for survivability. speed around relentlessly and frighten your opponents! 2. The Chargin Targe becomes the definitive Tank shield (like a discount fists of steel), pair it with the eyelander or zatoichi to become an unstoppable beast! pair it with the persuader to make up for some of that charge! 3. The Splendid Screen, while admittedly being the weakest option (something present on the server regardless) would become the definitive damage dealer, pair it with the Skullcutter to one shot everyone including full health Heavies!
STATS: Tide Turner= 100% turn control, 100% charge gained after kill, 25% explosive and fire resis. Charin Targe: 50% fire damage resis, 65% explosive resis. Splendid Screen: 25% fire damage resis, 20% explosive damage resis, 70% charge damage bonus, can deal charge damage at any range
-Castaway's first and only custom balance weapon: Ullapool Caber taunt kill
custom balancing is a very touchy subject and is something that should stay FAR away from Castaway, we are a revert server and not a custom weapons server, as such every individual mechanic should be either 1 to 1 accurate or in a few select cases minorly custom, what i am suggesting would be Castaways first truly blatant custom balance change, but i believe it would be a perfect addition to the server. It is a universally agreed upon sentiment that the caber's taunt should kill, the fact it doesn't honestly feels like a bug, and it just makes sense for our community. We love the caber, we support the caber, it could make for some nice advertising, it would feel special to us, add it onto the list of quality of life improvements only we can offer, why not let it be OUR thing you know? If there is one weapon on the server that deserves a custom change the most, it's this.
the link below takes you to a plugin someone already developed years ago allowing the caber taunt to kill, and it's just about everything a person would want out of it. unexploded, it blows up like the equalizer taunt kill, exploded, it acts as a regular taunt kill, only beef i have with it is it doesn't gib. Granted this plugin is 13 years old and i have no doubts it's horrifically broken or outdated in some way but perhaps the base could be very helpful to work with for Castaway revert devs? https://forums.alliedmods.net/showthread.php?p=1751066
think about it... 
-honorable mentions
1.225 Backburner, i will concede that the 20% damage doesn't feel as good in the context of the jungle inferno fire revert, and if this is the case...then 10% is literally nothing and WHO needs airblast when you can only do it like 3 fuckin times man!!!!!!!!!!!!! everyone who disagrees is a MORON!!!! i propose doing a 2nd try on the 225 health variant, i don't remember why it got turned off, was it because people hated it or because it only lasted a month? if people hated it then fair enough but if its the latter you already know how i feel about that rule... 2. Release Persuader, I'm gonna be real putting this here is petty but forgive me, I'm still salty AF about it!! of course the version we use now is totally fine, it is by no means a bad sword but no random crits is a good enough downside to justify it's upsides man!! We all know random crits are awesome and people seem to not realize how much power they hold over the entire balance of the game, like half the weapons are based around this concept, demoman does enough damage that he is going to be getting a shit ton of crits with stock melee!! if you have a good medic on your team your not gonna need the health so take the bottle or the caber!!! FR!!!!! @protons
This concludes my list of propositions, if i think of any others while im asleep i'll make and edit and add them but this is all i got so far, please take the time to consider these changes and if you wanna see them, SPEAK UP!
P.S: i agree with pasta about the vacc, i am also just realizing now our chargin targe has afterburn immunity, we might even be able to leave it as is and have it be balanced, but i still wanna try the explosive resist. 