Tanks and melee jobs are physically unable to get their rotation off if they are forced out of range from the boss. That's a fundamental distinction between melee and ranged. It's also the reason why the 2/2/2/2 format exists. Otherwise players can and will run an all ranged comp.
I'm all in favor of fairness, but I'm not going to let you push the boundaries either. I don't support triple or quadruple ranged comps. That should be genuinely restricted, similar to how they completely prevented LB generation on duplicate jobs in Ultimates to prevent people from running multiple PCTs in the upcoming Ultimate. And before you make the completely ludicrous suggestion of triple/quadruple melee (which no sane player would agree to run), I would support the same restriction on melee jobs.
If you read my post properly, you would have noted that I said 'under target dummy conditions.' Any situation which forces melee downtime is going to skew massively in favor of ranged jobs, and we see that already with PCT. The only difference in what I'm proposing is instead of that ranged job always being PCT, it sometimes be MCH, DNC, BRD, SMN, RDM, or BLM. If you design it well, you will have some higher melee uptime fights that give melee jobs the upper hand, and others which give ranged the upper hand. You'll have some fights that favor burst, and others that favor sustained DPS.
You're fighting a battle on two fronts, and that's just not tenable. Would it really hurt you to let Physical Ranged have a chance to shine in terms of damage without treating them like they belong in a lower tier of ranged jobs? You could then make a better united case overall for Ranged jobs on the whole to have more instances to excel and take the top spot, outside of the PCT dominance that we've seen this expansion.
