Off topic:
It annoys me when people joke about the tf2 medic being a Nazi.
Offensiveness aside the joke about Germans being depraved loons has been around way longer than the Nazis.
Also, despite mentioning that the medic became a doctor "in a time when Hippocratic oath was just an suggestion" Valve officially said that he isn't and never was a Nazi.
I believe they actually denied it.
...That I what I said. That is definitely what I said in that post that you just quoted. They said that the Medic is not, and never was a Nazi.
...
And now for something completely different:
I did think of a game idea which is something like the "Hatred" or the Postal games but also similar to the Punisher and all these superhero/villain-games with a morality meter.
Start out with a character who is dying of cancer. In order to cash in on their life insurance they decide to walk at night through a dangerous neighbourhood in hopes of getting mugged to death (Or simply having a gun in their pocket and picking a fight with the first gang they see.) Instead, during the tutorial, they see a mugging in progress and interfere, managing to save the victim.
Now, they decide to go out with guns blazing and arm themselves and roam the city, hunting the criminals. So very much like Punisher, but rather than losing their family, they themselves are dying (wether they are a divorcee and doing this for their kids, or live with their family and try to keep this a secret is undecided at the moment.) I also thought of bringing the morality system in by having the player kill a drug dealer and finding their money and drugs. Do they keep the money to be given to their family? Do they keep the drugs so that they can earn more money with it? (The morality system will come into play with what kind of people the player kills and what they do with the loot.)
I think a character like this already has more potential than the "I'm SOOO edgy and dark and want to kill everything!" in the Hatred. A half-decent motive for their actions at the very least.
I did start thinking about this more and making the player character a divorced person whose kids are not in his/her custody makes it easier to explain how the family does not notice what they are doing. If they visit them at some point of the story this also offers a chance for them to claim that rather than trying to hide their gunshot wounds they are simply suffering from the side effects of chemotherapy.