I don't really mind looms not giving big bonuses, but I'd likely give them a point of damage more or something at least
The main progression in the game should come from your own personal development as a player though. The skill floor and ceiling could be made higher to facilitate that. Joe newbie should not be randomly headshotting top players for 1 hit or 2 hit kills unless they made some really good shot. As it is now its like rock,paper,scissors with one side playing a low skill FPS game with fps mechanics from the 90's and another playing a separate game. I'd expect way more depth in the shooting mechanics to allow for the one sidedness of this style of pvp
What do we have to work with for ranged skill?
Planning positioning and kiting with movement speed.
Speed of the projectile landing/arc of the shot (how much to judge player movements and distance to target)
Time taken to draw a shot
Damage per shot
Amount of ammo (spamming shots all round and missing and still being able to kite)
Usefulness of helmets/randomness of kills
Usefulness of shields (xbows shooting straight through them, their weight)
How easy it is to multi class/jack of all trade chars
If the devs really wanted to shake things up they could do so without nerfing ranged for the good players. They could increase the skill ceiling by tweaking things like projectile arc or other stuff mentioned, while at the same time increasing the skill floor so joe newbie has to learn the game like everyone else.
The point & click of xbows in particular is just a joke to me when its put alongside all the other things this game has to offer. You see these guys hiding behind trees reloading, then they pop out and fire into a crowd for 1 or 2 hit kills and pop back again. Low risk high reward. It just looks so passive and brainless and yet rewarding for hardly any input from the player.