Realism board is that way.
Ok man, dont get mad. Ill try to give some ideas about bows to make them a new "metagame".
-Bows arent more or less acurate. What dictates the acuracy in old bows is the arrow and the shooter. There isnt a "more acurate" bow. So, the acuracy should be moved to the arrows.
-Using the WSE, they should make tables for each kind of arrow and distance. Yes, that is each arrow should have its own table with values for penetration of diferent materials at diferent distances.
-Another step would be taging all the armor items in game. We need to make sure each arrow type isnt just more powerfull but more suitable for each target. A bodkin arrow has to make less damage than a tatar for a naked target, that is how it works in real life and i put it as example. The arrow that makes a mess in a naked human body wont make that same effect in chain mail. Also the bodkin arrow that hits and pierces a plate armor wont be as bad with a naked target.
-Total damage shouldnt be dependant on power draw but with caps for each kind of bow. I mean, you can be the hulk, but you wont draw more than X amount of force for a certain bow coz its physically imposible. Yes a guy pulling 120lbs wont pull more than 90-95 with a hornbow.
In few words, damage shouldnt be dictated by power draw, but by the bow, kind of arrow used and kind of target. I think its doable and would make archery amazing. Choosing your target, then choosing the kind of arrow for that target and then shooting is how it should work, not just blind pew pew. I think this all is doable using the WSE and would end with all the rage about archery nerfs and shit.