i'm totally with you there, just wanted to humor the idea as it gets cited a lot.
The problem runs deeper than boss design, for one a boss forcing "ranged" to stay away, does this include casters ? cause than people would still complain that the phys ranged have it soo much easier than casters. Also if it does any 3 ranged combination (which i don't say should be encouraged, but certainly not actively discoraged) would be put at an active disadvantage because now you either have to heal 3 people instead of two or at least 2 people at random instead of knowing beforehand who will get hit, if however it doesn't include casters on the other hand phys ranged would just fall in the range of "liability because of extra mechanic"+it begs the question of how to handle mechanics that actively encourage the group to stack together, or make due with a smaller amount of the arena, saying "a mch could have a small range taser for example" is like saying "the dragoon can simply bait mechanics while throwing spears". However theres also class design in general, heals in this game aren't designed for the group splitting up, neither are group buffs, and you cant simply raise the range because at least for some of these skills things like a decreased ranged are part of their balance.
i actually was main bard from t1-9 so yea, i know exactly how it felt, and it was even worse than screwy bloodletter proccs (which was a big part, mind you), but it was also the total lack of on demand movement aside from turning it off or spamming feint, the pseudo ogcd imperial arrow (for all non bards, it was technically an ogcd but it had a 1,5 second cast bar, you would ideally cast it after using your instant attack so it filled the ogcd window) or how repelling shot had a damage component which would mean ideally you move close to the boss during your 1 second movement windows or when you got an instant cast and than in time use repelling shot after an instant cast to jump back (dealing damage) without losing a gcd, comparing gauss/menuet was night and day if you tried to play even semi serious.
MCH had
-More instants in General
-More on demand instants
-The ability to keep proccs (instant casts) at least for a few gcd's without losing damage by virtue of being able to save the procc on the third shot for a while.
-Maybe not less (really don't remember) but at the least more controlled ogcd's (hello to weaving randomly happening bloodletters)
-No Pseudo-Ogcd skill a la empirial arrow (i actually believe gauß shot originally worked the same way but than got patched to just be a normal ogcd?)
gotta be honest here, i wouldn't have minded if mch going into stormblood kept gauss barrel, where i see the problem is that again, People argue that their needs to be restriction on the role, otherwise we would just have this amazing all ranged meta, if you give castbars to one of these jobs no matter which and keep the others as is all that would do is make 1 phys ranged obviously better than the other two (thats assuming that one gets caster damage going with the castbars, the others don't). Again, i'm totally with you that balancing around "difficulty" is a terrible thing to even try for an mmo, the original post i was adressing was basically saying "just make us hard as shit if that means we can finally get to deal damage" which i can totally understand as the desperate plea not to feel shitty for playing a class you like it is, i just think that finding different gimmicks for the three ranged would leave us exactly where we allready are, half the community going "no, thats to easy, you can't deal damage else no one will take me ever again"