Haha, geez. I didn't mean that they didn't know the Demo could sticky jump, or whatever. I meant that they didn't consider it, very well. They didn't understand the implications of it when they were doing class balance. For a class who's design credo is defense and area of denial, he sure is mobile. Consider the possiblity that they didn't intend for the Demo to be able to get to the middle point of badlands considerably quicker than any other class. Or basically fly from one spawn to the next. They probably didn't think about that at all. With that in mind, the Pyro shafted-ness makes more sense.
I mean, It really seems the designers had intended classes to be able to preform to certain level, but as it would turn out the Soldier and Demo have a much higher skill ceiling in utilizing their 'mobility gimmick' than what Valve intended for. This higher skill ceiling gives them a huge edge up on the competition. The Pyro didn't get a special form of mobility because, with their original intentions in mind, he didn't need it. Now that the power curve of the game has ramped up considerably (ESPECIALLY when one considers Unlockables), he is in dire straights. Everything kinda suggests that when they thought of rocket jumping, they thought about 'getting onto high things'.
Think about how much more awesome Meet The Soldier would have been if he rocket jumped the way pros do.
Not calling for changing to those AT ALL techniques (I believe in balancing UP, not nerfing every damn thing). Just saying that if we take the above as true, that Valve didn't really know HOW good rocket/sticky jumping could be when they were balancing the classes, we can more understand why the Pryo is the way he is. In essence, the Pyro needs some mobility gimmick with a high skill ceiling to make him a more robust and interesting class. And more damage, too.
But don't let me ruin your silly bandwagon. I also think the Heavy should have over one million HP.