Looking past the actual dps difference between the ranged and non-ranged, I think it's important to examine the reason why it exists in the first place.
If you buy the argument that maintaining melee and casting uptime is difficult, then it looks like the reason the melees and blm are overtuned is to compensate for the fact that most people will not play them perfectly. Conversely, you can think of it as that on these jobs you are rewarded for playing well. The dps tax that these jobs suffer is expressed naturally through gameplay (being unable to hit the boss), and you can erase it with enough skill.
So the question is, why is there no equivalent for the ranged jobs? In the current state of the game, you are not rewarded for being a great ranged player in a similar manner. The dps tax that ranged jobs pay is a glass ceiling that's hard coded into the amount of damage you do.
The only explanations for this are,
- The ranged jobs are just designed badly with no way to express your skill (meh)
- Ranged jobs are intended to be the entry level 'beginner' jobs. They're designed to punish you the least for mistakes in exchange for lower potential (oof)
I don't know about you but neither of these sound like good news for the prospects of the role. Maybe they're designed like this on purpose to cater to the demographic that enjoys these jobs casually, in which case the expert players that enjoy ranged are just out of luck.
If it were up to me, they'd need to give the job back a strong niche and source of difficulty that would justify returning their lost dps to them. For example, a hellishly difficult and nuanced rotation that's actually possible to flub even if not moving. Or go even harder on the support aspect with enough support responsibilities to actually tax your multitasking ability. Some of this was the case back in Heavensward, but given how they've spent the last 2 expansions trying to move away from that, I don't think the role is going back in that direction anytime soon.