As someone leveling MCH (more for the role quests than anything else), I've been keeping an eye on this thread. While I can't offer numbers because I ain't a numbers person, I did want to chime in here.
Balancing and/or designing class limitations on perceived "difficulty" isn't a good way to go about things. That said, I wouldn't call MCH braindead just because it can shoot while moving.
If boss design forced ranged to stay away from the boss at all times (for example because the boss fires an attack specifically at ranged that does AoE damage within 6 yalms of the target player every 8s), I could see a reason to implement a dead zone. As things are, where most people tend to just pile up behind the boss and move for mechanics, a dead zone would create problems that are simply not worth the change in design. In terms of personal preference, I never liked the idea of dead zones, even when there's skills to mitigate its presence (like how WoW hunters used to have two melee skills because their guns couldn't be used within a certain range; MCH would have to get something like a melee range taser or something).2) a set Minimum range may sound similiar on paper to the max melee range but in practice it would be a desaster, staying in heal range ? stack markers ? moments where everyone has to stay in a single corner together with the boss ? with melee at least you generally CAN compensate this situations, but how would having a minimum range work with things like stack markers for the full group or say the gaols during titan uplift ? even assuming mechanics going forward were in a way done were you could either do a melee OR a ranged strat that would still only punish the group while offering nothing in return, completly aside the fact that you would basically allways take the melee variant because thats generally the one where everyone stacks (easier on healing and shielding) and any kind of tactic completly ignoring the melees in favor of ranged would 95% also fuck over the offtank.
To emphasize, one of the main issues with Wanderer's Minuet was that it flipped BRD gameplay on its head from what it was from 1-30 on ARC and 31-51 on BRD. It was like playing DRG as a melee 1-51 and then at lv52 SE introduced a skill that built an entire rotation centered on Piercing Talon that forces you to throw spears from range, and you have no choice but to use it because nearly everything you got for the 51-60 level range is tied to that damn lv52 ability. That's what WM felt like to career BRD players. Not even getting into how it was clunky (screwy Bloodletter procs) and didn't feel good.3) the return of the castbars. that one while technically possible would be a trainwreck waiting to happen, can't speak for current mch or dancer, but bard as is simply does not work with castbars, not even talking damage, it simply plays worse than things like start of shadowbringers smn or mnk ever could, i mean why do people think bowmage got removed? Surely not because simply slapping castbars on a class designed without them in mind worked out great. Mch's original design worked quite well as you could see it was designed around gauß barrel but bard ? and that was with 2 classes, 1 designed around cast bars. nowadays they would either need to rework 3 classes to feel good playing with castbars (lets not even talk about how dancer would feel thematically having cast bars) or having not 1 bowmage but 3.
Also, I don't think it's necessary to bring back the cast bars on all three physical ranged jobs. Were I making the call (and for the sake of fairness), I'd put their names in a hat and pick 1 and make that the ranged with cast bars. Foregoing RNG, I'd pick BRD and redesign ARC/BRD from scratch around cast bars, then have MCH and DNC focus on their respective gimmicks. Between draw time and taking aim, cast bars make sense on an archer, not so much on gunslinger MCH or weapon-thrower DNC. I could have also vouched for MCH because of how Gauss Barrel used to work with it, but SE went and made them a hot shot gunslinger-type job, so the idea of them standing still and aiming no longer fits.