Directly comparing one class to another can lead to skewed results because the way the game is designed, not every plant has an identical zombie counter.
What I mean is the following (based on core variants in GW1)...
Sunflowers have a mid/far range attack, unique heal beam, unique sunbeam, and heal station. By default, a good healer to have in the mid/far range to assist partners.
Scientists have a close range attack, heal station, unique warp, and sticky mines. By default, a good healer to have in the front lines or 1v1 plants.
Cacti have unmatched sniping (far attack), potato mines, drone, and shields. A good tactical sniper to provide cover.
All Stars have unmatched arched suppression (close/far), short range bomb, unique tackle, and shields. A good tank to have around.
Chompers have a close range attack, stun, unique burrow, and unique ambush trap. A good tank to have around the front lines or 1v1 zombies.
Engineers have a splash attack, stun, drone, and quick mobility. Usually see as a good (pesky) mid-range sniper to damage multiple plants.
Peashooters have a splash attack, short range bomb, unique gatling, and exceptional mobility. A well-rounded front line fighter to take care of all sorts of trouble.
Soldiers have a mid/far range attack, unique decoy/trap, rooftop mobility, and a unique ZPG. A well-rounded tactical DPS to get things rolling.
So, if you're a sunflower and you're having trouble against scientists... you're either pushing yourself too much into the front lines, not healing/reviving and making others want to protect you, or you're being too predictable in some aspect.
It takes work to be good with Sunflower, but if you're good with her, you're essentially good with most of everyone else in GW. (Though, it'd be nice if they give her (and probably healers in general) buffs that encourage healing between teammates instead of self-sufficiency. Kinda like adding an extra 25 hp to whoever she's healing with her heal beam that deteriorates after a few seconds.)