Criticals
Random crits are disabled.
All crits that aren't random still function except for cases when critical hit status is irrelevant (for example, backstabs do not crit, but still deal 200% of the target's current hit points anyways).
Damage Spread
Damage spread is disabled.
This means that damage randomization is removed, but damage ramp-up and falloff based on distance still occurs.
Weapon Spread
Fixed weapon spread is enabled.
This means that pellet-style weapons (shotgun, scattergun, FAN) fire pellets in a nonrandom pattern. The pattern is composed of 9 hitscan paths spaced like a 3x3 grid, with one extra pellet going down the center (or, for the FAN, two extra going down the center and one extra going down the middle-right path).
Stopwatch
Attack-defend maps use stopwatch.
This means that if both teams capture the same number of points when it's their turn to go offense, the team that did so faster wins that round.
Timed CTF
CTF matches are played to a specific time limit (as opposed to score goal, though there may be a mercy rule).
This means that a given half of a match will continue playing until the timer runs out. Most leagues tally points from all halves into final scores (assuming there is more than one half) to determine the winner. Some leagues enact mercy rules, which end the game early if one team gets an insurmountable point lead over the other.
Teamtalk
Teamtalk, if specified at all, is enabled.
This means that team members can use in-game voice and text chat with each other even while dead (though most teams use external voice programs like Mumble regardless). Unfair ghosting is prevented by only allowing dead players to spectate allies, with third-person and free-roam spectating disabled.
Customization
All game models, textures, and particles are forced to TF2 defaults via sv_pure 2.
The wait command may or may not be disabled. Scripts otherwise function normally and are permitted, so long as they're not exploitative.
Custom HUDs are allowed in full