I have been toying with ranged a bit, but never enough to make it past lvl 40 so far. So even though I'm still a newbie at ranged compared to you guys, allow me to have some input.
Now then, I was thinking of some sort of "rock-paper-scissors" system for melee/ranged/ele.
The Mage:
Pro: Extreme damage at medium-long range. Excellent vs Warriors since they have to run up to them.
Con: Lightly armored and low on HP. Casts are easily interrupted by physical damage. Weak to Rangers due to fast shots which can interrupt. Cannot dodge or parry while casting.
The Warrior:
Pro: Medium-Heavy (1H/2H) damage at very close range. Excellent vs Rangers since their armor absorbs much of their bullet damage. Heavily armored and very high on HP. Can always dodge or parry.
Con: Must run up to enemies. Weak to Mages due to their heavy damage.
The Ranger:
Pro: Medium damage at close-long (pistol/rifle/launcher) range. Excellent vs Mages since they don't have to run in as much as Warriors and can interrupt them unlike other Mages. Averagely armored and medium-high on HP. Can dodge or parry at all times. Can run while firing.
Con: Limited on ammo. Weak vs Warriors due to the Ranger's physical damage being negated a lot by Heavy Armor and the Ranger himself only wearing Medium Armor (most cases at least).
In this triangle system, rangers would only need a bit of adaptation so their shots are about 1.5-2 times as fast as a warrior's swings (not for launchers of course) so they have more interrupt chances.
Launchers, well... I haven't played with those yet, so I wouldn't know for sure, but I'd classify them somewhere between a mage and a ranger. Heavy damage, long range, but even more limited on ammo than other weapons. Allowing a bit more than 12 rounds per bag would be a must I (and many other apparently) think. The comparison to mages comes to mind... although they can nuke infinitely, they generally have sap and HP for a limited amount of nukes. However, with healers around, they have in effect an unlimited amount of attacks. I'm not saying ammo should be unlimited, but with only 12 shots, you are useless after 1-2 minutes of continuous fire. Nukers are useless even faster because the cast much faster, but they can be "reloaded", so to speak, in seconds. Launcher users can get their stam healed, but are then still useless unless they brought their mektoubs, have friends who can afford not to fight for the, lets say, 10 seconds, in the best case, it takes to exchange some ammo, or are HO and defending an outpost they own.
Basically, add some speed to pistols, range to rifles, and fix the launcher ammo, and you get these 3 types of rangers:
Pistoleer:
Pro: Shoots very fast making it excellent for disrupting mages.
Con: Has low range so the ranger will have to risk getting hit by the mage a few times before getting in fire range. Has low damage too so not very effective vs medium or heavy armor.
Rifleman:
Pro: Long range (max range rifle should be 50m) so they can hit mages without being hit in most cases (most mages don't use 50m spells). Better damage than pistol.
Con: Lower fire rate (meaning less interrupt chances/effective interrupts), ammo a little heavier/bulkier.
Artilleryman:
Pro: Extreme range, High damage, Area effect.
Con: Slow fire rate, low interrupt chance, heavy/bulky ammo (but less bulky than it is now).
All of this is basiclly made up on the spot, and as said, I'm not too familiar with ranged weapons, so if I'm wrong somewhere, please correct me
Greets,