Revives are too "free" with defibs - a solution to this issue
Medium is always going to be used for as long as the Defibs exist unchanged (it's a gadget for M that is widely considered mandatory and if you aren't running it, you're either new or throwing).
It also massively reduces light's viability, as if they isolate someone and get a pick, their teammates can very quickly undo the damage as the light player reloads, heals and repositions.
So instead of going through another round of weapon nerfs for M, why not give more counterplay to the defib spam? (currently, the best tool is glitch mines that are ALSO on M).
I feel like, as this game's pseudo-assassin, Light should be the class that can interfere with enemy totems. Perhaps in the form of a new gadget that can be dropped and destroys the enemy totem after being deployed nearby for a few seconds.
This allows the light's primary gameplan of lurking off-angles > getting pick > reposition to have consistent impact on the game state, and would make them more viable. It could be deployed like a mine, so you'd have to be right on top of whoever you killed, then drop this new gadget near to them, and after 5 seconds to give the enemy team a chance to respond, it cracks the totem and means that either:
1) they can't be revived at all 2) the revive has to be manual (and takes 2x as long?)
Depending on how you want to balance it