Alright, time for me to chime in on this unreasonable "Let's slaughter Pyro because he can actually interact with Hale".
First of all, I'll begin with deconstructing your arguments, then I'm going to tell you how to effectively counter Pyros:
1.
We could make the primary weapon for pyro use a 100 metal each airblast. This will not be solved if there is a dispenser of course, but it's not always an engineer there or they sometimes place a amplifier instead. It will make the pyro less good for sure.
I'm gonna assume you mean Ammo, not metal. That's, simple as that, unreasonable. You're disabling the Pyro from helping his team and you're disabling him from airblasting more than once unless he literally doesn't use his primary fire at all. His ammo is just fine, with Flamethrower he's vulnerable and can't airblast into secondary flare jump. With Degreaser, he uses 25 ammo for each airblast and has to be aware of every standing dispenser around himself. 25 Ammo on a 200 Ammo Degreaser, that's 8 airblasts before he runs out. 6-7 because he'll be using his weapon to attack as well most of the time. 8 airblasts are absolutely fine, given how much they gutted the knockback of his weapon if he attempts to brutally run you down and just hold his right mouse button. (besides that you can use rage once in sufficient range of you)
In another thing, Engis sustain Pyros and Pyros sustain Engis. Engi is easily killed by so much as a weigh down, whereas in areas with low ceilings the Pyro can't even flairjump into action to protect the Engineer from rage, thus all you do is walk up to the sentry, wait for the next best Pyro to try and protect it and then rage him. Common mistake here: Hales run up to the Sentrygun, rage the Sentry as soon as they're in range and then complain that Pyros airblast them away.
2.
We can either remove secondary jumps, such as flaregun etc, or just ban these types of weapons. Forcing the pyro to use shotgun or anything else.
Imo, this is the best solution. On VSH, we have pyro's jumping around where their only goal in life is to push the hale. They instant go grab ammo, then flarejump to hale and repeat.
Ammo, flarejump, push, repeat.
Pyros don't jump in, airblast the crap out of hale and then run away. If you actually encountered that and they got out of that alive, it's the Hales fault, nobody elses. If a Pyro presents himself by flarejumping into you to airblast you, rage him. If multiple Pyros do that, escape and go right after the unprotected Engineers. If there are too many Pyros, lucky you, you have a Rage Dispenser in a hazmat suit just begging to help you out at getting a full Rage bar. Trials and errors, until you understand approximately how far the range of Rage is. Once you do, no Pyro is going to step on your lawn unpunished anymore, thus a learning curve.
3.
We can make a rule about it. If people like this one, I will with pleasure make a rule about it. Of course will Pootis and Iceviet read it and if they want to, make it with me.
This will go under the "timewaste rule" that we can't really describe that well. I can also make a rule about that if people would prefer that aswell.
No. That's about as reasonable as banning LCS players for using viable strategies and champions in League of Legends. Blame the game, not the player. Timewaste is an absolutely unclear rule and there is no Pyro on the VSH servers that's so amazing at the game they can't get raged AND abuse airblast to deal no damage. Troll or Talented, pick one of them but not both. If there actually IS a person horrible enough to use their talent just to stall the game out while his dead teammates have to watch him deal 0 damage, you can deal with them. I've never seen that happen before on the server so I don't even perceive this as a problem.
4.
Get the pyro classlimit back. Yes, we have been back and forth with this. Only reason we don't have that now is this; the server will crash more often due to Kevin will have to change server, and that server is less good(?).
I won't deconstruct this one because I personally disagree with a lot of classlimits. Here is how it 'should' be:
Scout: 2
Soldier: Unlimited
Pyro: 3
Demoman: Unlimited
Engineer: 4
Heavy: Unlimited
Sniper: Unlimited
Spy: 2
Medic: Unlimited
Reason:
Scouts are inherently bad on the lower skill floor. They contribute nothing, and rarely somebody picks Scout up to exploit the high damage of Goomba stomps. Rarely. They waste time, they camp at Sentryguns, they fire pistol potshots and then stay alive as the last player sitting in some isolated Area no person would ever step into.
Soldier is a generalized class with a variety of items and loadouts to choose from. He fulfills multiple jobs and people should be allowed to play Soldier at any time. He is not overpowered, much against what people try to put in other people's heads, and "Military area Soldiers" is not a good excuse. The higher you set the limit of Soldiers, the harder it gets for each individual Soldier on Military area to jump from Healthkit to Healthkit because multiple of them would have to fight over it and most of them die not being able to grab one.
Pyros, even if I think they're balanced, can be frustrating to deal with. I disagree that they stall out games, that's the fault of the Hale for spamming right mouse jumps, getting propelled back and then writing 2 page essays about why Pyro sucks. THEY waste time.
Demoman, equal to Soldier, fulfills multiple jobs ranging from Melee fighter to Stickytrap zoning master. Absolutely fine to keep unlimited.
Engineer: I personally disagree with an Engineer limit, but agree that for people with a lower understanding of the game mode will feel like an unlimited Engineer team is going to result in "Everyone go to Hakurei Shrine and pick Engineer" extravaganzas. 4 Engineers seems more than reasonable to me due to the fact that weighdown heavily plays in Hale's favorite in combination with right mouse jumps, resulting more than once in Engineers being stomped by a high gravity stomp.
Heavy is bottom tier at the moment thanks to Hale being far too strong. Unlimited.
Sniper has got to have one of the easiest ways to combat him. You pay attention to where the shot is coming from, then abandon your current fight to pick them off first. If you don't do that, you DESERVE being gunned down by 20 Snipers. cough cough dustshowdown Hales.
Spy, Copy paste Scout's explanation for Spy because Ambassador Spies are a frustrating sight.
Medic unlimited because nobody plays him anyway and at full capacity they're not a threat either unless organized. Have fun organizing a Medic chain consisting of 20 people, you DESERVE a victory if your team is that wonderfully coordinated.
I hope something of this is in good taste for the VSH players, aswell as FF players if they have the same issues. This is just something I have been thinking about, there may be better solutions aswell of course.
This is the part where I explain how to combat Pyros and explain better solutions to existing problems:
Pyro, simple as that, has a massive learning curve in VSH. He's not a dumbed down bag of rocks, locked inside a barrel like almost everyone else on the team. He has airtools that cover for him and his team that force Hale to think twice before stupidly running down every single person, holding the right mouse button, releasing it and harvesting kills. Pyro combats Hale's VERY infamous and far too rewarding Playstyle that turns him from a 20k Health Raidboss into a Market Gardening Soldier with 20000 health, and that playstyle is absolutely unfair to deal with for literally 7/9 classes in this game mode, the only unaffected classes being Soldier and Pyro thanks to viable item choices.
Pyro's counter, even if you will shake your head and disagree, is persistance. Stop right mouse jumping into Sentrynests over and over again, expecting something to change. That's insanity. Adapt, watch where the Pyros are, and approach the Sentry without holding your right mouse to jump. You're enabling yourself to become a target for airblasting Pyros that will propell you backwards. You'll quickly notice (unless you're the Vagineer that should be removed from the Mode not just because he's outdated but also underpowered as heck) that Pyros are no longer a threat if you properly move around, dodge Market Garden Soldiers and take looks behind yourself once in a while for Spies. Pyros block your air route if they are talented and they are worthless on the ground. In mid air, raging a Pyro is absolutely no threat for the Firemaker, but on the ground he is absolutely vulnerable. If he protects an Engineer, walk up to the sentry and watch him walk towards you in an attempt to stop you. If he gets close enough, rage him. If you notice he DOESNT walk towards you, do not rage. Raging a Sentrygun on the ground is silly, it has meaningless knockback and will easily break without rage. Rather than that, walk up to it, FORCE the Pyro to move towards you unless he wants to lose the Sentrygun, and then rage him when he has no choice but to go in.
This may sound complicated, but it's a simple mind game versus another player. A Pyro will attempt to save his team despite your effort, so you need to be smarter than them.
Here is where I'm, as a Pyro player, throwing you a bone: Pyro CAN be annoying, yes, but so can be Hale. A reasonable change to the way VSH is played is to make sure Hales can no longer abuse right mouse jumps. It helps classes that suffer under this abuse such as Heavy and Engineer become more independent than "I hope a Pyro is around to make sure Hale does NOT do that.".
If you actually remove Right mouse jumps entirely, you can take your time to ban, nerf, gut, remove Pyro as hard as you'd like, but not before that. Pyro is one of the only reasons the playing team has a valid chance to defeat a skilled Hale right now, and destroying him will only make sure that the already winning people can go back to their daily life of "Ahhh I'm having such an easy time winning every single game just by holding the right mouse button. Joy."
There will be no fun anymore. Hales will have all the fun stomping defenseless people, while everyone else completely throws away Engineer on 18/20 maps and opt for Scout, Spy, Soldier and Demoman. It'll no longer be a mode about team work, it'll turn into a selfish "Which Demoknight can deal the most damage?" game mode, just like it has in 2012 when the Demoknight still had critical hits on his Grenade Launcher.
Last but not least: The learning curve.
When a player masters/knows/practices their class, they will understand how to use it. Good Heavies prevent Hale from jumping by using taunt crits, Good Scouts, stomp Hale for massive damage. Soldiers provide Battalions Backup to protect teammates, Pyros airblast Hale to prevent him from killing his less self-sustained teammates. Engineer can build in ridiculous places and provide ammo on maps with scarce ammo, Demoman can zone and hold the front line depending on his item set. Sniper will get into 10k damage range with enough practice, Medic will prevent Hale from taking down Engineers and Heavies while providing Health to the front line. Spy keeps Hale paranoid while going for high damage backstabs.
That is the learning curve, the process to master your class. If a person knows how to play Pyro, do they REALLY deserve being gutted to the ground? Rather than that, shouldn't Hale learn from his loss and adapt so he can win the next time? Hale after all is supposed to have a learning curve as well. He isn't born perfect and undefeatable, otherwise the mode would be pointless.
That's all, hope it helps.