head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is execution, and it is a single point.

Execution · Competitive PvP
The original class-based capture-the-flag shooter built on Quake movement.

Execution · Pure Mechanics
A fast arena shooter where raw aim and movement meet item-control strategy.
Team Fortress Classic leans Execution (Competitive PvP); Unreal Tournament 2004 leans Execution (Pure Mechanics).
Unreal Tournament 2004 leans a little harder on execution, though the gap is small.
Team Fortress Classic
Conc jumps, rocket aim, grenade timing demand sharp hands
Unreal Tournament 2004
Aimbot plus perfect dodging trivializes arena duels
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Team Fortress Classic
Human defenders adapt chokes and offense routes constantly
Unreal Tournament 2004
Predicting human movement and timing in duels matters
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Team Fortress Classic
Open maps, little hidden information beyond flanks
Unreal Tournament 2004
Spawns and item timers are knowable, little hidden
Unreal Tournament 2004 leans a little harder on optimization, though the gap is small.
Team Fortress Classic
Class picks and map routes are learnable but shallow
Unreal Tournament 2004
Item timing, map control, and weapon economy are studied
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.