So 4 new weapons? They seem kinda interesting; new Sapper sounds kinda weird though, I guess the degrading would be so that your Sappers could do some lasting "damage", since Engies can easily repair a building back to full health if they remove the Sapper, whilst upgrading requires more resources.
Flying Guillotine sounds like it'd work pretty well with a good aim and a Sandman; leading the target is important for any real projectile (non-hitscan) weapon.
Neon Annihilator seems pretty conditional, though it seems to sync up well with Milkman Scouts and Jarate Masters. Dunno if it's really suited for the Pyro though; water is meant to weaken Fire-types, isn't it? Personally i'd have given it to someone else, maybe Scout or Sniper (likely Sniper since Scout already has a Sleeping Dogs weapon), a class that makes proper use of liquids. Hell, if Demoman could throw Moonshine as a secondary/primary, a noxious heavy brew that intoxicates on touch (as well as makes them wet), HE could use the Neon Annihilator (the Moonshine would allow for good Demo-Pyro assists, too, if the Moonshine were flammable).
As for the Heatmaker, i'd have to see it in action; does it generate a ring-of-fire kind of AoE when spun-up, making meleeing hard to do whilst he's shooting, or does Heavy plonk it down like some sort of Sentry, forcing him to switch to secondary/melee? The former makes more sense, though the latter would be damn awesome, even if it encroaches on Engineer territory.
All in all, these weapons seem kinda cool yet strange, though nonetheless they seem unique.