DarkDXZ's Team Fortress 3 (kind of)
The year is 2009. In an alternate timeline where Soviets won World War 2 and conquered the entire world, a new era begins, as the technological advancement happened much more rapidly, and the USSSR (Union of Soviet Socialist Space Republics) spans over the entire galaxy.
However...
There are no aliens to be found. The Milky Way is controlled by the two major forces - Russian Electorate's Dominion (RED) and Bolshevik Labor Union (BLU), who existed ever since 1921.
The two, while seemingly peaceful during the sittings of Milky Way's Prime Council, are constantly warring each other for planets, sending out teams of mercenaries, who are supplied with weapons and other munitions by the SolarTrade - an ominous, omnipresent megacompany, shrouded in legend for being the very company that turned the tides of World War 2.
There are nine mercenary classes, each fulfilling different roles, with their own strengths, weaknesses and unique traits.
Scout, Soldier, Pyro, Demoman, Heavy, Engineer, Medic, Sniper and Spy.
All but the Pyro are brand new in appearance and personality.
While there are still primary-secondary-melee (plus any extras for certain classes), the weapons (even stock ones), are much more sophisticated, like a shotgun for Scout and Engineer that shoots electricity and uses batteries for ammo (the difference being that Scout uses a double-barreled shotgun design, whereas Engi's shotgun is akin to Striker-12), remote-detonated grenade (not bomb) launcher for Demoman, or a pistol shooting (regular) shotgun rounds for Soldier and Heavy. (and Pyro)
In terms of "utility", you have stuff like spawnpointers - teleporters for Engineer that will cause the next teammate about to respawn to spawn at the designated location, hovering sentries (that you can stand on, but are effed if fall off of), and invisibility watches that give you permament invisibility, but limited visibility time (reverse invisibility).
You also have "bionics" - one extra item that gives you a specific passive advantage (and disadvantage since TF2 is not about upgrades), like a third jump for the Scout (at the cost of health when making the SECOND jump) or power armor for Heavy that makes you immune to mini-crits and crits (which are a thing from the start), but also make you unable to deal them.
You are guaranteed to start with one (random) bionic for each class, though. There are usually 3 bionics per class.
Every weapon can be named, painted, described and counts various stats free of charge.
You can also "import" items from TF2 over to TF3, but most, if not all of them won't have any effect beyond visuals.
You still have many classic gamemodes like Control Points, Payload (now featuring nukes and giant air-trains), reworked Capture the Flag (so that it fits into the game) and many more.
It might not work exactly that way, but for all I care...
Make it happen, Volvo!