Uhm thats nice but uh... You're wrong and uh...also your Mom.
More items/options =/= Better. This is a very very basic concept in game design. Imagine chess where all units did something different! That would not be a better game. In fact it would probably be a much worse game. The design space would be pretty cramped to have to support this and it'd be hard to give any defined roles to things. The game just becomes a mess, where situations are hard to recognize and the cause and effects of events cause the game to almost become random.
Less isn't better either, but it's usually safer. You can make a good game with very little (checkers), but things will break down as size increases unless it's carefully managed.
So what happened when TFC became TF2? A few things. SUBTRACTIVE DESIGN, mostly. Removal of redundancies between classes, grenades going bye bye, a much more limited selection of weapons... Roles were defined more heavily to give classes more definite purposes and uses. Somewhere along the line, Valve figured "Hey, we can afford a bit more diversity". The game could about support 1 alternative weapon for everything (especially where the weapon being replaced was simple) and maybe a few others here and there when appropriate.
So items were added to spice things up. Most filled the same roles but gave new skills to execute and have fun with. Some sorta redfined how the class could be played (Sniper and Demo), to fill game play niches that weren't filled. Other items just helped compensate for some weaknesses for some tradeoffs. Generally things have been pretty strong in that sense.
Adding a buttload of new items falls in the fact of that. I don't care if they're easy for Valve to implement. I DON'T WANT THEM. I want smart, well designed items that have direct benefit to gameplay and the games depth. Less is often more. Any additional unlocks to the standard set of unlocks should be VERY CAREFULLY CONSIDERED to deal with specific issues and shortcomings (T.A.N.K :D), not just be there for the sake of being there.
You don't DESERVE to get a minigun that perfectly fits your play style. There are 9 classes to pick from with alternative weapons for each! That does not benefit the game as a whole, it only complicates it in a bad way. You do not want to complicate games while not adding depth. Thats TERRIBLE. Instead you SHOULD be stuck with the weapons that were carefully created, with their interactions carefully considered.
Games like Quake 3, Star Craft or Street Fighter II are successful and almost eternal because they have very solid, defined options, characters, weapons and races and aren't just a bunch of mush.