No, I would like them nerfed in Team Fortress 2.
Snipers have no bullet delay, instant one hit kills at any range, no gun sway, their kurkri can kill a demo in one hit, their pistol is strong for close and mid range, or they can cause mini krits instead with Jarate OR they can stop one hit kills from spies by putting a shield on. They have low health but, no class has a chance to hit them at their range besides other snipers.
Compare that to any TF2 class and you see there's a problem
Soldiers have slow shots that are easy to dodge at long range and hurts you at close range, demos shots bounce around a lot- they have no mid range weapon.
Heavies have to spin up their guns and are incredibly slow.
Engines don't have a main strong gun (that they can't move and have to slowy build it up), no long range guns.
Spies can ONLY one hit kill from the back at close range and their best weapon (cloak) is easily defeated by natasha-flamethrower- water-people bumping into you.
Medics shots fire in an arch so can be stopped by a ceiling and their shots have quite the travel time.
Pyros have short range weapons, and their only long range weapon is very easy to see/ dodge, reflectable, ineffective if water is nearby.
Snipers have 2 one hit kill weapons at various ranges and you can light people on fire with a flaming arrow, no sway on their sniper shots on big head hitboxes, have a good close range weapon that can kill many classes in one hit, can cause minikrits on many members of a team, have a pistol for mid/short range. I guess their weaknesses would be, arrows can be reflected and they have low health and perhaps other snipers. To top it off, all characters have a jump "roof" so if they jump, it's still easy to hit their head-hitbox, and they limited peoples crouching abilities by capping it. If you ask me, that's kinda bullshit.
Sure, there's ways to kill snipers but they really do have a larger advantage over most classes which usually have some downside to a weapon.