I don't think that the quiver weight change did that much, most of the archers/crossbowmen I fight just drop their stuff and run
If I recall correctly, for a short period of time just before the quiver weight increase the devs instead implemented a system where the more athletics you have, the lower your ranged wpf (or something similar). Anyone remember why this didn't work out? Nothing is worse than finally closing the gap between you and a ranged guy, only to have them drop their gear and use their 8+ athletics and light armor to run circles around the entire map before you finally just give up. As Huscarlton said, with xbows you can pick up their weapon so they can't come back to it (assuming you can sacrifice the 2 slots) but with bows you can't. Nothing is worse than catching up to an archer, only to have him drop his bow, run a marathon with you, and then return to the bow and pick it up to finish you off since there is once again a huge gap between you. I guess if archers were kind of forced to not invest in athletics then they arguably get indirectly buffed by having that many more skill points to toss around, but if they invest these in more PS or maybe more WM that helps them melee, then I don't see there being much of a problem. Even if the archers opt to use these points to become better dedicated archers (pretty much a pure WM and PD build) then by all means, let them be effective at ranged. They aren't going to be much more than a stationary turret, so cav, infantry, and even other ranged will actually be able to kill them with relative ease.
On a side note, anyone who knows how to block can be effective at melee with or without any dedicated wpf. All an archer needs to do is put points into PS and they are "effective at melee." I know this first hand by having ~30 wpf in 1h on my main, yet I still hybrid as a 1h/pole hoplite. I do perfectly fine using the 1h. The only difference between a build with dedicated wpf and without is an ever so slight speed increase and more importantly a damage increase. If you have a veteran player where blocking comes as naturally as breathing, then it doesn't really matter how much wpf or PS they have... if they know the mechanics of melee combat well enough, they can be good in most melee scenarios. That said, I still question the logic of making 0 slot weapons that could block... it just really, really didn't seem necessary. It helps out melee hybrids a lot, I get that, but it also allows ranged to carry another what... 15-20 arrows/bolts? As I said, before, in this day and age of crpg you don't need the best build, looms, and weapons to win. By now you are either a skilled veteran or a hopeless noob. While the 0 slot 1handers might not stack up perfectly with the 1 slot, more expensive ones, this doesn't matter all that much. They are barely inferior weapons, and in the hands of someone who knows what they are doing, even with minimal PS/wpf, they can work wonders. The problem with crpg nowadays is everyone is too good, plain and simple. If all ranged never had any melee experience, then sure, give them the weapons, they will still fail regardless. Nothing is worse than a melee veteran hopping on their ranged alt... they know how to melee really well, and are now having only a slight disadvantage in melee they are able to sling shit at you from across the map... that's just the worst imo. If you know how to melee, for the sake of this mod... just play your melee class.