Doesn't address the issue. They do similar ranged damage but have more points to spend on other parts of their character that spec them into multi role. Melee stays virtually the same as they are 1 role
I understand where you are coming from, and I am certain that with the "average" level (stf level, anwyays, I am sure the average level is closer to 33 nowadays) going from 30 to 35 certain things will be unbalanced for a while. However I am assuming that they reduced bow damage so that having the extra one or two points in PD will not actually increase their damage output all that much from what it is now. That said, having more points to spend in IF or shield as a melee character helps you have far better survivability against ranged. However, if you plan to spend you extra skill points min-maxing so that you have 0 If, 0 shield skill, and maxed out PS/WM/athletics, then you have only yourself to blame. If you find ranged to be such an issue, tweak your build to accommodate... that is the purpose of this mod, after all.
Also, you are expecting all ranged classes to use their extra levels to spec so they are proficient in melee as well as ranged, and then complain about pure melee builds having only 1 role. There is no reason your pure melee build can't use your new-found skill/attribute points to hybrid as a thrower, or put some points into crossbow to counter the ranged. But if you go and consider that build no longer a pure melee build, and even though there is only a few points in PT or 100 wpf in crossbow, and instead consider it a ranged build, then yes, by your definition ranged builds will be able to do multiple things while melee builds can only ever have one role.