While not entirely what I had in mind, I do like most of the changes made to Citron as a class, and Engineer got a few nice tweaks as well.
Default Citron is no longer more effective at long range as the Cactus, as his damage output at anything outside of close to medium range has effectively been cut in half. He can still be found at the front lines when playing a defensive role, but he has to be a bit more strategic when on the attack.
Frozen Citron didn't change much. You didn't really see anyone using him to attack from afar, as he functions best up close, being a nuisance and freezing enemies.
Electro Citron got hit hardest with this update. You have to be right up in someone's face in order to deal any real damage now (especially when firing uncharged shots), and missing your charged shots won't result in a significant amount of splash damage anymore. I definitely thought his splash damage was a bit too effective, but I personally believe they went a little overboard in nerfing his range.
Iron Citron deals less damage at range now. I mean, okay...? He wasn't exactly a threat at long range anyway...
Party Citron saw the same changes as he default counterpart. He's still a direct upgrade and has no right to be, even if he is a "legendary" variant.
In the entire time I've played this game, I've not heard anyone complain about Toxic Citron even once. I get that they lowered his long range damage to keep with the trend of making the overall class worse at a distance, but I really don't think this was nessessary.
EMPeach finally got a nerf I'm sure most of us are happy with. It still disables the target's ability to fight back, but at least they can still move around a bit, avoiding incoming fire.
Meanwhile, on the Zombies side...
It may not seem like much, but five more damage on the default Engineer's Concrete Launcher is actually very significant. With the damage upgrade equipped, he's able to take out most enemies in one less shot, and it actually feels like you're hitting enemies in the face with explosive concrete.
I've been having tons of fun with the new Painter. With faster projectiles, you don't have to lead your shots as much to hit enemies at further distances, suiting his role as more of a ranged variant. While I definitely like this guy, I honestly feel he has a bit too much ammo in his clip. He packs twelve shots, but is only capable of firing once every second.
The Plumber definitely needed this change, seeing how splash damage is his specialty. It felt awkward having to land your shots relatively close to your target in order to deal the maximum damage, and that's no longer an issue. With that in mind though, the Plumber has become the very definition of a crutch, seeing how when compared to the default Engineer, he has less ammo and deals less damage for direct hits.
Sanitation Expert was in dire need of a buff. Due to his slow projectile speed, hitting anything outside of close range was rather difficult. Now that his projectiles travel about as fast as those of the default Engineer's Concrete Launcher, he's far less awkward to play. However, he's very close to being a direct upgrade over the default Engineer now, as not only does he no longer have an issue hitting enemies, he deals almost as much damage per shot and has a slightly faster firing rate, along with the resulting toxic damage, which results in a higher damage output.
Finally come the changes to the Jackhammer and its turbo variant. The Turbo Jackhammer lasts longer, while the default has a shorter duration with a decreased cooldown. Through testing, the two abilities go approximately the same distance before expiring. It's nice to see the developers acknowledge the existence of an ability most players disregard entirely and make it viable.
Overall, I have to say this was one of the best updates this game has had in a while. They fixed most of the problems with a class I particularly dislike fighting, while making Engineer, my least played class, into something I actually enjoy.
Well done, guys.