I have seen endless discussion about the specific instances of this, but to me it always boils down to the same theme:
- regular archers/crossbowmen are way more powerful than melee infantry. We all fear sharpshooters and fians, but laugh about axemen.
- horse archers are way more powerful than melee cavalry. I think just saying "Khuzait" is enough to demonstrate this point, even with their less than optimal tactical use of those troops.
- This also contributes to the fast pace of battles, as melee units either rush archers or die trying (mostly the latter)
- it is usually way easier for the player to rack up more than a dozen kills with a ranged weapon, even if unskilled in the weapon
- when I go down on the battle field, it is more often than not to a random arrow to the face -- less fun than avoidable melee damage
- A glancing hit with a melee weapon can be reduced to single digit damage in heavy armor, but arrows always really hurt.
- And lastly, looter rocks are more dangerous than their pitchforks
Putting aside all discussions of realism, the ability to fire from a distance is such a huge tactical advantage that if you ever want to make melee viable for reasons other than role-playing, ranged damage output can't be on par with melee. If it is, like in the current implementation, we effectively go from medieval to modern warfare in which the effectiveness of an army is largely decided by their number of ranged troops. Ranged weapons should be tactical and supportive, but as it is, ranged troops get kills and melee troops get killed. Even heavily micromanaged melee troops don't come close to the effectiveness of "fire and forget" mass ranged weapons.
The only ranged weapons that seem to be in a good place to me are throwing weapons, but their use is obviously much, much more limited than that of a bow or crossbow. Otherwise, I cannot think of a single instance in which the game would not be drastically improved by significantly slashing ranged damage across the board. I think this would bring the game much closer to what I feel the balance should be: A ranged fighter is more effective if they can shoot unimpeded for a long time and use most of their quiver -- otherwise, the melee fighter should win.
So please, just reduce those numbers? I am tired of every game being a decision of "Do I want to mass ranged units or do I want to make it artificially harder for myself?"