Here's what I think about these changes.
Citron
1. His damage output at close range is increased by a few points, but isn't that overkill?
2. His damage output at long range is decreased to a level that easily puts him on the rank of F minus.
3. As for the blast damage, reducing it to a level that makes it almost non-existent just doesn't work well.
Frozen Citron
His long range damage output being reduced further, that is doubtful.
Electro Citron
1. His damage output at long range being reduced by over half the original damage level is just sacrilege. It's already very difficult to fire at the right time with his uncharged shot largely because there is no "Auto-Fire" option for him, thereby reducing everyone's overall firing accuracy with him.
2. Reducing the blast damage output of his Second Charge Shot just doesn't add up. It's even more doubtful at longer range, with almost half his damage output reduced. I don't understand it.
3. His Third Charge Shot has the same story with the Second Charge Shot, again making it more doubtful.
Iron Citron
In all seriousness, why reduce the damage output of his Mech Breaker to just 15 at long range? It doesn't make any sense to me. His issue is not with the standard damage output at long range; it's getting all levels of damage from his Mech Breaker to penetrate armor at targets like the Mech Gargantuar, so that those types of enemies fall much quicker. And there's still no change to the effectiveness of his Super Meter Upgrade; it's completely useless against only players in Team Vanquish, Vanquish Confirmed, Suburbination etc. If you want us to use that upgrade for Iron Citron - and for other characters that use it - improve it.
Party Citron
His changes share almost the exact same story as the standard Citron - with a slightly higher damage at long range versus the standard Citron - but while his close range damage output is the same, his blast damage output is again reduced to a level that's almost non-existent.
Toxic Citron
Reducing his direct hit damage output at long range isn't that big of an issue, but what's more of an issue is the damage output of his weapon's lingering damage clouds. If his lingering damage clouds were increased in damage output from 2 to 3, it will help curb the changes made to his weapon at long range.
EMPeach
Hasn't the EMPeach ability been done to death long enough? If you keep this up, you'll make his EMPeach ability almost completely useless, to the point where it's unable to do anything to help his teammates.
Engineer
Increased direct hit damage output of his weapon to 40? Doubtful. The range of his projectiles still need to be increased if he's going to be better in combat.
Painter
The new changes for him make sense, since he is a ranged variant of the engineers.
Plumber
Inner blast radius of his projectiles being increased somewhat make sense, since his weapon is all about splash damage.
Sanitation Expert
I don't know how much his projectile's speed has increased by, but AT LEAST he finally has something to answer for.
Jackhammer Abilities
Jackhammer - The duration may be shorter by 20%, but the cooldown time with that ability is faster.
Turbo Jackhammer - The duration of the Turbo Jackhammer is increased by 70%, at the cost of a slightly longer cooldown time. It might somewhat catch on with players.
My overall score for these changes - 6 out of 10, a mixed score. It seems somewhat very damaging to the Citron class based on the reduction of the long range damage output of their weapons - and to their EMPeach ability. As for some of the Engineer variants, at least two much-needed changes were implemented.
The only real test with these changes is to test them in the new community challenge happening now.