For engineer weapon buffs, this isnt a huge deal - everyone can benefit, and you cant give the buff to someone who already has it. However, the last game I did on my medic today, I was trying to heal one severely wounded player in the middle of a group and I wasted 4 supply pips 'buffing health' on players who were already full. This issue occurs when trying to rez dead players as well - you'll try to target the dead guy and if an ally is anywhere near you'll buff his health instead. It's even more frustrating when you're on your last supply pip and you waste it on someone who's got full health when an ally is incapacitated or low on health.
A similar issue occurs for soldiers trying to resupply ammo to someone who is low on or completely out of ammo, and instead throwing the ammo box at someone who has nearly full ammunition.
The simplest way to fix this, I think, is to give the buffing abilities a priority system. For soldiers, the game should prioritize targets with low ammo over those with high ammo. For medics, it should prioritize incapped players over those with low health, and low health players over those with high health.
