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BLU *start*, for instance, I'd run with a very 'direct' setup like
2 medics (standard medigun)
3 demomen
3 soldiers
2 heavy
1 pyro (or maybe 2, remove a d/s/h)
1 spy
Scouts tend to get murdered by multiple sentries, engineers aren't nearly as useful until you have gained enough ground that a teleporter exit and dispenser can be placed well ahead of spawn, sniping from spawn tends to be difficult to hide and vulnerable to spam / countersniping. What you need is enough firepower and ubercharges to smash the initial sentry lines and eliminate all RED teleporter links, and survive the RED counter-ubers.
When you've gained ground, you want (1) engineer, and quite possibly (1) sniper. If RED is very soldier/spy, or you can't prevent their ubercharges, a second pyro makes a lot of sense. Even later on, payload maps tend to be choked and sentried enough that it's difficult for offensive scouts.
RED would be more diversified, with 2 engies, a sniper, and (after start, when BLU is more likely to have tele entrance and stragglers) scout. 2-pyro makes more sense for RED as stalling uber'd demos from wrecking nests is going to be handy.