RaiRai: Your stance of "hey, this needs to be banned" doesn't work well. It's apparent many people here have more experience in the format than you, and when your threads you create are all just "Hey, ban these bunch of cards" it feels like you're saying that the sky is falling (and implying that we're not paying attention and are unaware of the effects of these cards on the game/format.)
A better stance for the next thread you do would likely be "Hey, last session these bunches of cards seemed to ruin/run-away-with the game ... any suggestions on how to manage/deal with these cards?"
I had someone locally suggest a card for banning one time, and we instead talked about it, and I mentioned a few ways to play around the card -- and that player went away with learning more about how the game works and was no longer worried about the power level of that card.
With that said, lets take a look at the cards you listed this time and see how we evaluate them so you can either learn, or we can have a nice debate (instead of people just potentially making fun of you or something.)
Repercussion: Yep, this is certainly a card that can alter how the game plays out once it's in play. Beyond the "combo" you mention of dealing lots of damage to all creatures, it alters attacking and blocking decisions. However -- it is an enchantment that doesn't have any built in protection at all -- so any enchantment removal will deal with it.
As you may learn from playing this format, enchantments and artifacts will be played, and they will be powerful. It's always a good idea to have some amount of removal for these card types in your deck. You can range from simple pinpoint removal, to mass removal -- depending on your deck and how much of that card type you are using (for example, a white-weenie deck that uses equipment probably isn't going to want much mass-artifact removal, but could probably be fine with mass-enchantment removal.)
Burgeoning: As has been mentioned already in this thread -- it's an early bomb... but late game, it's less impressive to draw. Typically this format is intended to be played multiplayer, so if you end up with someone who drops this turn 1, then in a 4 player game, that should likely tilt the goals of the other 3 players to target that one player for a bit until on-board power is back to being roughly balanced between that one player and the others. Instead of getting beat on by that one player, convince the other players you are playing with to help you target that one player for a bit for getting that kind of a power boost that early.
Awakening: This is nice - but not back-breakingly powerful. See my notes on Repercussion about having enchantment removal.