I did not test out all the weapons, except a couple or more. Firstly, I am liking the new GLII(obviously, this isn't surprising at all), but it still felt out of place. With the damage values of the old GLII, it's definitely making a difference, but also makes the cluster side of it kinda pointless.
I'd like to suggest a different type of cluster for the GLII. Since the damage is already to it's maximum, in it's normal state, I believe the cluster can be used in a different manner. One way, is to completely remove the damage(or make it so it has the minimum damage) on the cluster, and increase it's impulse significantly. This way, I think it would be an interesting weapon for LO to clear the base for a few moments, for Cappers to clear the flag stand, for LD to disrupt incoming Cappers etc. Remember, it will not do any damage on release, just the knock-back is applied. This would only work at it's full potential, when the compressed release(releasing the clusters at just above the ground) is done. We could also give it a wave type visual effect, instead of sparks, to make it look real.
I've also played with the Mortar today, and I think it's quite close to being perfect. I feel that some factor to the weapon is missing, but I couldn't figure it out yet. I've decided to play as a heavy more often, so I should be able to come up with some ideas, soon.
The GL-I seems unusual. First thing I didn't understand is why the RoF was increased while keeping the damage of the projectile constant. In all the games, I've played so far, no weapon with a rapid fire also had the ability to do high amounts of damage. In any case, I do not see it's purpose.