I'm going to post my disagreements and some agreements so assume agreement or ambivalence if I don't mention it. Personally, I hate that I have to actually spell that out and that Undedd had to specifically say "Remember these are my opinions." That is a shame.
Medic
"saving for such weapons can hamper the team." That doesn't make any sense. The medic relatively low damage output along with his primarily function of healing while the rest of the team is putting out considerably higher damage means the medic is pulling very little cash.
"When alone is very much required to run and get away rather than stand and fight." No perk can stand an fight on HoE and I doubt any can do it on Suicidal. Kiting is a requirement for all perks on HoE and the medic is second best at it.
"Very susceptible to the clot grab." Every perk save zerker is susceptible to the clot grab. However they don't have the quicker and faster charging of the medic. Just trying to point out this isn't a specific medic disadvantage.
"his lack of any real cost effective damage output makes surviving alone very challenging, and in some situations almost impossible" I disagree with that. He has few perked weapons, however like the zerker, he has speed and unperked weapon damage (especially melee weapons) over a long period of time is almost always more effective than perked weapons by a slow player.
"Verdict: Well Balanced (leaning very slightly towards Overpowered if anything, but no real complaints)" With the addition of the clot grab, I agree with slightly OP.
Support
To the strengths, I'd add the second fastest reaction time to attack, behind zerker. I'd also add interruptible reloads with the shotgun.
"Awkwardly long reload times on majority of weapons, increased by general inefficiency by killing lower level/common targets." I'd disagree with that as well. The only really long reload time support has is with the AA12. The other long reload times are with unperked weapons and every perk has that same problem except commando. Lover level/common targets are easily, quickly, and very efficiently dispatched by support. Penetration means multiple common targets go down with a single shot and support can carry handcannons or the m79 to save the aa12 for big targets or fixing mistakes.
"- Effective range is alot lower than other classes, making sirens and esspecially husks problematic." Sirens not really because by the time they can hit you, you can hit them. Husks, yes.
"Verdict: Slightly Overpowered (He is not gamebreaking, but he is a tad overpowered in the eyes of a good number of players)" When support is with a good team and can rely on just doing his job, I'd agree with the slightly OP. Put him on a bad team or having to solo 100+ specimens and that ammo gets used very quickly and he's screwed.
Sharpshooter
"Reload and cycle times of weapons greatly improved." Until last patch but the interruptible reloading of the LAR helps.
"Body shot damage is extremely ineffective against even the most basic of foes.
- Skill required for the perk is very high, as any kind of mistake can prove very costly, especially against Scrakes and Fleshpounds." That's the truth. Add in some objects on the deck and specimens start crawling and jumping over each other. Sharpie is screwed then. No bonus for body shots means 9mm usage better be very precise to be effective.
"Verdict: Pretty Well Balanced (although slightly leaning towards underpowered)" Agreed although if the funky specimen crawling and jumping were fixed, he'd be just about perfect.
Commando
"...they are a well balanced class." Agreed. Commando is one of the three that is perfectly balanced.
Berseker
"Slow movement without melee weapons, most notably when self healing." Couldn't disagree more. Berserker is faster with any weapon than any other perk with that same weapon.
"Severe lack of range, requiring a typically kiting style of play." Again, I disagree. Unperked weapons give the zerker just as much range as every other perk and unperked damage is good enough. Every perk solo on HoE, and probably suicidal, has to kite and the zerker is the best of the bunch.
"In the wrong hands proves a very poor perk at cooperative gameplay." Experience fixes that.
"Verdict: A little Overpowered (since his typical application in game is not within a team capacity, needs revising on how best to limit his solo abilities)" I'd say easily OP because he has no disadvantages and no clot grab.
Firebug
"- Is very flexible in how rapidly he can deal out damage to crowds of specimens." Yup. Put firebug on a large open map and he can deal significantly more damage than any other perk.
"- The Firebug is rather cheap to maintain, and alos spawns with armour, making him very money efficient." Exactly.
"- Although resistant to the husk, he cannot kill him with fire based damage. This can mean he finds himself forced to use an off perk weapon to deal with it." MAC10 is perfect.
"- The Flamethrowers available ammunition in his tank is a large percentage of his overall supply. This can mean keeping track of your overall available ammuniton is very difficult." I find the firebug is the easiest perk to keep track of the ammo.
"Verdict: ...he is rather well balanced." Agreed. Along with Commando and Demo, perfectly balanced.
Demo
"Verdict: Well Balanced (Although the skill required is very high.)" Agreed.
I believe the best games bring a "rock, paper, scissors" aspect and Demo, Commando, and Firebug are implemented in that vein perfectly. Each has very specific strengths and very well defined weaknesses. Those three are also the only pure "support" perks as well. If the medic couldn't create the second most powerful perk the zerdic, I'd put the medic in the "pure support" class as well. I consider a perk and game to be properly balanced when someone says "Wait, we don't have -this perk- in our group? We have to have one because of -this reason-. I'll switch." Sharpie, Support, Zerker are all in the "lead" role and built to primarily solo.
Personally, I'd like to see the weapons "Medicized" for balance rather than the perks proper balanced. A perfect example is the medic has more bullets in each mag for a perk bonus. Do the same thing for other weapons. Unperked xbow? No scope. Unperked AA12? Few drums and fewer shells in each drum. Unperked m14? Fewer bullets in each mag. Unperked m79? Fewer grenades. And so on. Not sure what to do about unperked zerker weapons.
Good writeup.