Oh please, syncing two stickies mid-air is a fairly easy job nowadays, more over, the demoknight has a slightly longer range than the boss, so a skilled demoknight can utilize that very much so. And of course, spy bosses may be the majority out of per class perspective, that's not more than half of the entire roster, so the instant strike doesn't come up all the time.
And on the topic of sticky jumper, an extra button press is not that big of a skill floor spike my man.
Also why you making a fat scout comparison? I was only pointing out Demoknight's speed. If you want to actually make a comparison, look at the KGB melee heavy, who can take up to 4 hits thanks to resistances, but doesn't have a razorback aspect for his first hit and is a bit slower.
As for the quickie bomb launcher, that would be more accounted for the fact taunt crits are a strong thing in general, but that's a different topic.
Same thing with the resistance actually, and on top of that, those demos usually exploit the tight chokes and general sneaky spots, like dispencers or map's cones.
syncing stickies midair isn't hard but more or so the fact that the damage taken outweighs the benefits for doing so, 37 damage per jump will eat a 175 hp class (200 counting booties, 235 with heads) up, especially considering fall damage which can only be negated by slopes, wallbugs (which is entirely dependent of the map and isn't really realistic to use anyways since why would anyone be jumping into a wall) or jumpbugs (which is something I don't think will ever happen on the ff2 or vsh server, this is something regulated to jumping and only jumping, it cancels out all forms of fall damage if done successfully but in terms of applicability it's entirely worthless since it's 2 tick perfect inputs + random) so the bootlegger being retweaked to that of the mantreads would help with how much damage is already taken from using it.
also like you've addressed with the skill floor not being high for a button extra press, it's more or so the time needed to engage and disengage from the hale, a soldier can jump in, hit the hale and disengage quick enough to be no longer in jeopardization of the hale, unless he's already seen him prior but regardless of that, a demoman (if this were the case) would need to either shoot a pre-emptive fire then switch to melee mid air and if he takes the swing, would have to wait until the swinging animation is done since you couldn't detonate stickybombs whilst swinging, or the other method, which is much slower, ultimately spelling death is shooting the sticky after going for a market garden, which is a lot of time compared to the rocket jumper, to clarify I'm not addressing it as a higher skill floor but more or so the amount of time needed to disengage the hale which trolldiers are better at (if this gets in that is).
the comparison for the fat scout is the loadout that usually goes with it, kgb + family business is a strong combo because the family business puts the heavy at near scout levels of speed, being able to opt into a strong defensive melee that allows you tank hits whilst healing for 25 per hit whilst also not having to risk either losing a shield or getting no heads in return, ultimately making the demoknight/razorback sniper slightly gimped once they lose it.
I have more trouble with fat scouts than I do with scouts because a scout dies in one hit whilst the other doesn't, a 2nd chance is a very strong thing about mobility in this gamemode, demoknights arent very scary since their damage output isn't high enough unless they use stickybombs which I see as a more reliable source than a grenade launcher since it can be used both as a mobility option and a damage output weapon.
taunt crits are strong in general but I feel like that's just a staple of the server if anything, despite some outliers like huntsman, which will be fixed.