With the inclusion of auto attack, things have changed for bows and arrows. I personally never really played as a ranged attack class in most MMOs, but i thought up a couple things that might be a way to change how they can work in this game.
The only real difference here compared to FFXI...you could sue daggers or axes or swords and auto attack up close if you wanted to, here your restricted to that singular weapon. Its kind of a setback because of the weapon = class deal.
What they should do is either 1) pump up arrow damage, so even though you may use arrows, and have to manually fire, your doing much more damage then an auto swinging upfront DD or 2) remove arrows.
They could also treat the arrow like your damage mod. I equip a "poison arrow" and all my shots are like that and they dont run out, but with that you have to make sure the arrow stats and bow stats balance (aka: bow gives half the stats, the arrow the other half
ex:
Bow = 10 damage 10 acc ---- iron arrow = 10 damage 10 acc
Bow = 10 damage 10 acc ---- poison arrow = 3 damage 6 acc : addtional effect posion
so you 'grow' by not only upgrading the bow, but also the arrow like wood > cooper > iron > steel ..ect and then of course elemental/debuff types. Basically the arrow is half of your weapon.
EDIT: adding in geniusprime's idea to the list, which is another i personally have never seen, but seems to have already worked well for another game.
"I am all for the removal of arrows/ammo for archers. As for the "damage mod" you are referring to,it should be time based and not permanent. In Guild Wars it was a skill in which lasted for about 30 seconds, i am more for something like that than permenent."