I don't think there ought to be any positional requirements on a ranged class like this, especially when one would expect that a Ranger would likely move farther from the heat of battle compared to a Bard. When using as little accuracy as possible, and likely taking on more crit or det in the gear choice exchange, we already have to stay behind enemies (and there is no benefit for flanking when you could be entirely behind). In that sense dodging around positionally is already (a small) part of dps maximization. I wouldn't mind seeing abilities taking on some auxiliary effects depending on the position, but to actually turn them into necessary rotations sounds more akin to a fighter with a pistol in one hand and a sword in the other -- dodge, slip behind an enemy, shoot him in the back of the head.

The only major changes to how an archer would move between the jobs of Bard and Ranger is the allowance of a deeper, more steady, and powerful stance being available to the ranger, which would greatly limit his mobility when doing maximum dps (which, while Bard would remain a bit below most dps classes in sheer dps, would move it up just short of melee w/o a DRG (assuming good melee fight conditions), and about on par with DRG's longterm damage when a DRG is present and increasing piercing vulnerability). In this stance most shots would likely carry a cast time or effect tied to the course of the animation, during which movement is allowed but slowed. Perhaps it can come with a stack mechanic which further increases the potency bonus at cost of further increased cast time and slow percentage, quickly reaching a complete stop during the animation. This need not turn Ranger into a true turret dps. The lighter stance, or simply when the toggle is off, could also come with a bonus that would in turn of situation or long-term rotation, cause wildly moving, positional play, similar to a shortbow (or Miqo'te, in lore) style as compared to the more distant and steadily powerful longbow (or Elezen) style.

In either case, the DoTs and Bloodletter procs must behave differently. Unlike with ACN, we can't simply tack on 5 healing/shield and 2 mitigation abilities and call the waste of the other abilities (except as handy, but auxiliary extra dps) well and fine for its role. I haven't anything to recommend yet, however; I can only say that it seems crucial. I'll edit as ideas come to me.