Well...I read the thread yesterday and suddenly there's a lot of activity going on now. Sweet.
Interesting (buggy) update this time, I think I prefer this method more than the rigourous testing; there's something to be said for watching all the hilarious glitching. It seems very time intensive for the devs though.
On the topic of bodyblocking for spies, I find it to be an interesting idea. From what I gather from machidro's post, spies should be able to bodyblock only while cloaked (only the enemy team is blocked, right?). Against a visible spy, there would be no blocking.
This does add a higher skill ceiling to the game, as Machidro has pointed out. May main worry is that giving more passive abilities to the spy may cause complexity problems (i.e. "I can't block while visible, but I can while I'm invisible" versus passive invisibility's "I'm always invisible as long as they don't look at me"). This would be four abilities (passive invisibility, cloak, multistab and bodyblocking) and two weapons (the clip-reloading revolver and knife) for the spy. Of course, complexity isn't always a bad thing.
I find cloakblocking to be very interesting. If you're having trouble imagining it, try thinking that someone would run around a visible enemy (we walk around people all the time IRL). Since one can't see the invisible spy, he would crash into him (I know, the analogy falls apart when you realize the spy can see the other guy).
A scout or pyro running into a cloaked spy shouldn't be a big problem, while they can't dance, a scout still has a good opportunity at meatshots (no running past the mark). If the spy decides to stab, the scout will see the spy (he's not dancing, just facing the spy) and if the spy drops cloak, bodyblocking isn't a problem. For the pyro, straight up direct burning seems to be the answer, a pyro is fearsome at close combat. The fact that spies can act as a wall means that he can be "passed" to teammates for the kill, encouraging airblasting. As a bonus to our nerfed pyro, spies now have a harder time getting into his blindspot for free shots. Sure, introducing teammates may tip the scales, but that happens in every matchup.
Players adapted to passive invisibility in GG2 and disguises in TF2, it shouldn't be too hard to adapt to bodyblocking as well. It may seem OP at first, but once it simmers, it should be fairly straightforward.
Overall, I say we at least test it. If it's added, great; if not, we can say we did it and tell everyone why it's a bad idea. It's been a while since I checked the git; since the code is already written, it shouldn't be very labour intensive, right? It would be rather cool if we actually got bodyblocking to work in a 2D game.
TL;DR sorry about the long post. Pyro and scout should be fine, be careful of overcomplexity, Machidro makes good points, bodyblocking makes sense, and people will adapt. Let's test it!