I don't think the ranged tax was ever due to forced melee downtime. The ranged tax comes from ranged classes not having to jump through any hoops to keep uptime. A part of why HW MCH could get away with having bonkers damage; managing castbars restricted movement.
People have very different perceptions of balance. The fact that a lot of people ITT are upset over a 5-10% difference in dps is kind of disheartening when the game is already suffering so much from homogenization.
You could give ranged a unique utility not related to damage, but then you'll have people (like RDM and SMN players) who say: "it's not fair that our jobs become useless after prog is over." or "bringing a phys ranged being mandatory only because of (buff) is bad design. Let us bring the jobs we want to."
You could flatten out the damage between all of the jobs, but then you'll have people saying: "Why does my harder job do as much damage as their easier one? If there's no reward for extra effort then there's no point in not just playing the easiest job."
Then you could just make all the jobs the as close in difficulty as possible: congratulations, your job roster has now all been reduced to what order you press arbitrary and generic "does x potency" GCD's and CD's, destroying any modicum of thought left in the game.
If a job is viable enough to kill fights without severely impacting the group, it should be fine. Our priority now should just be finding ways we can make the jobs unique while keeping them viable.
Comparing oneself to other classes is a strange thing to do, anyway. If you want to see a (semi) accurate representation of skill it makes way more sense to compare yourself to other players playing the same job.