Ranged stagger could go, that's one thing I agree with. Losing control of your character for a considerable amount of time, even though you've not done any mistakes, is not an enjoyable experience. Polearm stagger was removed, and rightly so. Is the long ranged stagger animation based on a percentage chance or damage threshold? Some explanation would be nice.
Nerfing accuracy is a no-no. If you can't control where your arrows/bolts are going, where's the skill involved? You should be rewarded for being good at your class. I also see no problem with archers and crossbowmen being able to fight back in melee. Their builds are far less optimized for melee combat, and they'll be at a significant disadvantage when you catch them in melee. It's much more enjoyable than an archer being able to kite forever, but with only a pickaxe to defend himself. Now an archer can kite quite well, but need to hit his shots to keep distance. This rewards skill. If you hit your shots, you'll be able to kite, if you don't, you're engaged in melee at a disadvantage. You're also able to use nudges to create distance again, while a missed nudge will leave you open to a hit from the enemy. Risk vs. reward.
I'm not gonna lie, I despise being shot over and over, but who doesn't? Ranged classes are still part of the game and are supposed to punish players over distance, for bad positions, decisions and other factors. The reduced movement and melee capabilities of these classes balances it out well. If you're out in the open with no backup against enemy ranged, you've made a mistake, or your team is getting stomped. Either way, you shouldn't be expected to brush off incoming arrows.
Class balance would be nice, if possible, as it would not hurt the classes directly, but help reduce ranged problems on the servers. Removal of the ranged stagger could maybe be tested out though.