The first thing that has to be done about archery and ranged in general is to completely remove the projectile stun. Polearms don't have it, now there's no reason it should stay.
The second easy thing is changing the effects and prerequisite of the antiranged bump. Making it similar to a polestagger, and work from a greater distance (depending on weapon length probably) would fix a part of the archery antishielder bugusing.
Even if everything the archery lobby said here was true, there still are points I and others have made that seem to be systematically ignored.
A shielder has to dedicate his build and renounce the much more powerful, faster, longer, lighter and easier to use 2h/poles to get what ? A shield that maybe will save him from a handfull of arrows (yes I keep track of this) when advancing under fire.
An archer has to dedicate his build and renounce any kind of melee power to get what ? The power to inflict damage comparable to what 2h and polearms do, to anyone in sight. The running speed and agility to flee from every enemy footman, and to dodge any enemy cav.
An archer can kill any 2h, poles and cav he can see, and his simultaneously immune to them.
A shielder has a partial immunity to projectiles that if active halves his running speed and make him unable to fight.
(Also btw, dodging with shield up = bound to fail. Sometimes I dodge even on my shield guy because I move faster that way. But ofc dodging becomes useless once you are closer than 30m, or have an xbow aiming at you)
So we have one class that is the most effective possible counter against a very large part of the playerbase. And another class that can partially protect itself against that class, with negligible hope of actually doing any damage. That sounds fair.