The problem is (at least) threefold:
1) Shield coverage is still garbage and even worse when using directional shield blocking. It's incredibly easy to hit around shields both with range and melee, and the character is slow to turn when blocking (ironic considering there is no turncap when attacking). Solution: make shield blocking dynamic and increase the forcefield vs ranged.
2) Extra lives and multiple objectives benefit ranged and cheap classes dramatically. Having free dmg in your hand, a medieval nuke (throwing spear/pilum), and 2 lives in your pocket will always have huge utility. Devs also need to stop seeing classes as countering single other classes, it's not how the game works on a fundamental level. Every class is going to ultimately focus heavy inf because those are the guys out in front and the most vulnerable. Tweaking some dmg numbers here and there won't fix this. Not much solution to this until a single life game mode is out.
3) The base mechanics of the game encourage kiting. There is: no movement penalty for getting hit, no turncap which allows you to keep attacking and 180ing, combat speed is very close to top movement speed which means you can never truly "lock" people in melee, and large movement disparities. Right now skirmishers and light units can easily outpace inf, and so can archers usually despite having less movement speed. Again, simply demanding tweaks to movement speed isn't enough here - the base combat mechanics need tweaked.
I've been broadly enjoying the competitive side of this game in the past month but some of these issues are glaring and have been around for 1 year+. You have made throwing weapons very accurate and the if you look at each of the above issues, each are a direct nerf to melee. There must be some love shown to melee mechanics, NOT just stat tweaks.