Ranged Limit Break should have been slightly weaker than Melee Limit Break, with the pay off being that damage is split. Effectively balancing it so, verses one enemy, Melee Limit Break is ideal. Against 2~3, Ranged works best, but 4+ Mage Limit Break pulls ahead.
Every Job should have two Limit Breaks, I've been saying this pretty much since Beta, it would work well to further highlight each Jobs niche;
Paladin - Tank and Healer Limit Break.
Warrior - Tank and Melee Limit Break.
Dark Knight - Tank and Mage Limit Break.
White Mage - Healer and Mage Limit Break.
Scholar - Healer and Tank Limit Break (them shields yo).
Ninja - Melee and Mage Limit Break (super Raiton).
Summoner - Mage and Healer Limit Break (Phoenix pls).
Doesn't work for all of them, which is why they also should have introduced a proper Support type Limit Break for Bard rather than what we have. Two types actually; One which buffs your party, another which debuffs your enemy. Then you've got a fairly good array of Limit Breaks to give to Jobs like Black Mage and Monk. That would add some much needed diversity to the Limit Break system, the new animation are nice, but at the end of the day they've changed nothing.
The Limit Break system needs a lot of work anyway IMO, right now they're just dull finishers or something for healers (and rarely tanks) to use when the shit hits the fan. I'd take weaker, more diverse Limit Breaks, that build up faster over what we currently have. Would make fights more interesting IMO, rather than a single point where you use a Limit Break (maybe two) like we currently have, we could have multiple points in a fight where they've built up, and we have Melee/Mage/Tank/Healer/Buff/Debuff to choose from.
I mean, picture something like A4; Lets make Mortal Revolution deadly without either the Tank Limit Break, or a Debuff Limit Break. Lets throw a Tank and Healer in Quarantine during it as well. Now you have three options; Have a player with the Debuff Limit Break pop it before Mortal Revolution, use the Tank Limit Break to survive it, or revive everyone with the Healer Limit Break after. Perhaps with building the Limit Break at that point being reasonably challenging with killing the Doll in Quarantine boosting it for the Healer Limit Break. With the time frame we currently have on building Limit Breaks though, we'd only get that. If you have weaker, but faster Limit Breaks however, you can also create similar situations that require the other Limit Breaks in a similar fashion. Perhaps after the first Leg dies you get an add phase similar to what we currently get, but with the Quarantine Doll being super; Do you Melee Limit Break the Quarantine Doll to get those players back ASAP to move that phase on, use the Buff Limit Break to make killing the adds quicker and (hopefully) also carry over a little bit onto the Leg, or do you Mage Limit Break all the little adds + Leg?