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If you got a role that is not fulfilled, it can be a problem.
And some duplicate classes tends to mess with each other (see Scouts or Engies for example)
Scouts mean less survive-ability, and glitchy money mechanics.
Pyros mean harder time to really do the job for one.
Engineers mean sentry busters more often.
Medics can result in slower uber/shield build rate for both.
Spies are annoying because ♥♥♥♥♥♥ sapper/stab coding and aggro.
Duo medic is fine. Just heal the other med for charge or saw. Duo med in a non brain dead pub is fun.
Less so ubercharge on medic, though it's noticeable, and more so shield charge.
Again, not impossible. Just annoying.
That would imply there's some sort of cooperation in the team. Here, we are speaking about a pub scenario. I don't think they will cooperate enough to compensate the increase in sentry busters.
Multiple medics mostly depends on the number of power classes to me. Like, if there's enough to heal for every medics, it should be fine. Heck, I'm sure 2 Medics + 2 Pyro + Medic picker + Engie could work well.
But no, in my experience I'd rather just have one medic than two in basically every scenario possible. There's always that jackass that maxes overheal on wave 2 and makes shield building a pain.
Again, annoying, not unplayable.