Pretty simple, exactly what do people want to see from ranged? How many hits from full -> 0 hp is considered 'acceptable' to people?
Here is how I think ranged damage should work in general. I'm assuming for this example that light inf has low armor AND hp, while heavy inf has high armor AND hp. Of course things will always be a little different in practice.
1 Slot Bow (Horn, Yumi) : 1,2 shot peasants / 2,3 shot light inf / 3,4 shot mid inf / 4,5 shot heavy inf
2 Slot Bow (Rus, Long): 1,2 shot peasants/ 2 shot light inf / 2,3 shot mid inf / 3,4 shot heavy inf
1 Slot Xbow (Light, Regular): 1,2 shot peasants/ 2 shot light inf / 2,3 shot mid inf / 3 shot heavy inf
2 Slot Xbow (Heavy, Arbalest): 1 shot peasants / 1 shot light inf / 1,2 shot mid inf / 2 shot heavy inf
Throwing (mid tier): 1,2 shot peasants / 2 shot light inf / 3 shot mid inf / 3,4 shot heavy inf
Top Throw (throwing lance): 1 shot peasants / 1 shot light inf / 1 shot mid inf / 1,2 shot heavy inf
So as far as damage 'tiers' goes:
Top Tier
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Top Throwing is strongest
2 Slot Xbow is next
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Mid Tier
----------------
1 Slot Xbow
2 Slot Bow
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Low Tier
----------------
Throwing
1 Slot Bow
I think stack size will need to be adjusted accordingly, for example, I think that things like low tier throwing weapons could be slightly bumped up, while xbow bolts might see a slight decrease in the amount of bolts per stack.
I think having a fundamental "starting point" could help normalize ranged damage and help with balance in general.
I'm sure it will be difficult to keep yourself from trolling, but before you say "I hate range, it should take twice as many hits across the board!" think about things like stack size, % miss chance, etc. If it takes an archer an average of 5 hits to kill a mid level infantryman, that's 3 kills per stack of bodkins, assuming every single hit lands. If it takes 2 throwing lances on average to kill a mid level infantryman, that's .5 kills per stack... again assuming accuracy.