BonsaiK said:
They have this concept in golf. It's called a "handicap".
When I start playing a game, I strangely don't enjoy being pounded into a pulp by people who have already been playing it for years. I also am a busy person and don't necessarily have the time available to sit there and learn how to be as awesome at a game as an unemployed 18 year old who gets to play for 14 hours a day. If I spend money on a game, I actually want to enjoy myself when playing with others, and getting repeatedly headshotted by someone way better than me with skills I can never hope to match is something that eventually gets old and will inevitably force me to put down the game and play something a bit more noob-friendly.
It's relatively simple to implement such a concept in golf, though, because everyone's playing (effectively) independently towards the same objective, with a clear and universal metric of how close they are to reaching that objective - you can even the playing field in such instances simply by setting the "win" criteria on that measure at different levels for different people. This is not viable in a game where such progress is based on the interactions between all of the players - particularly when the number and skill distribution of those players varies wildly with time.
For practical terms in TF2, the quickest of the practical solutions is to simply leave the server and find one in which you are not so outmatched.
I won't comment on the "I'm a busy person and don't have time to get as good as a not-busy person with an extensive play background" argument here beyond noting that as a competitive athlete and an engineering student at a university known for its academic rigor (working a part-time job on the side), I'm a busy person too.
I would also like to point out that your emphasis on making everything fair for everyone makes any investment in the game utterly meaningless. Many players, myself included, found that they were being outmatched and decided to take advantage of the resources at their disposal to learn how to change the situation in the context of the game, practiced for a given period to internalize what they'd read, and then returned to standard play able to perform more effectively. Punishing players for their decision to improve themselves rather than forcibly deprive others of their advantages seems extraordinarily selfish. If those other players voluntarily accept handicaps, that's their decision, but such a scenario should not be the default.