I had a thought after getting hit with a few arrows, and realized that one area that ranged characters could benefit from would be the types of ammunition available to them for their respective weapon-preference, and abilities that happen to benefit those. More so than other types of ranged users, at the very least (or if they can use these things, be less effective at it).
Arrow/bolt/pellet Types (arrow/bolt):
Regular arrowhead - simple, effective, probably doesn't feel very good to be stuck with but a solid all-rounder and can be removed much more easily
Barbed arrowhead - a little less aerodynamic and might take a little extra skill to use as effectively as possible, but if it sticks has a chance of remaining stuck until removed (which can cause some extra damage and an additional 1-3s of roundtime to deal with) - also effective for those wishing to try bow-fishing (which would be neato to have as an option)
Serrated arrowhead - chance to have similar affects to the barbed arrowhead, but easier to remove - the caveat is that when removed it causes extra damage if it results in bleeding wounds
Flaming arrowhead - not very aerodynamic and may warrant higher velocity bows to use effectively, but if you light the head up beforehand you can potentially light things on fire (those with cloth armor/clothing, barricades, wooden shields, etc.), self-explanatory but who doesn't love a little extra fire in combat? Note: requires extra round time to setup/fire, expensive to make, one-time use, but I mean... it's a flaming arrow. Awesome as heck
Quivering arrowhead - a chance the arrow goes off in a direction you didn't wish, but also an increased chance of hitting -just- the right spot (perhaps causing increased armor chink chance if so)
Polished pellet - for the slingmasters out there that want just a little extra velocity and power behind those shots... a properly crafted pellet can help cut through the air a little more easily
Heavy pellet - made with extra dense material, designed with weight in mind more so than precision and deftness, intended to give even heavier armored individuals something to worry about if it connects
Other thoughts:
Perhaps a ranger/ranged warrior skill could be to allow easier use (and potentially access?) to some ammunition types not typically available to everyone else, or even suitably usable by anyone else with the potential to cause some self-inflicted injury. Something like the quivering arrowhead I was mimicking after the existing quivering bowstring, which I figure could serve as uncommon loot from lockboxes or limited items from event vendors and be used to create arrows/bolts that have a slight bonus to accuracy and/or armor chink chance, but also a chance to wind up as an errant shot that leads to a broken (and unrepairable) arrow/bolt, or just an ammo type that degrades in quality quicker than most arrows as a result of its nature, but can't be repaired due to its occultish origins so much like the bowstring is a temporary little bonus. Always the option of things like venomous coatings with neat effects, but perhaps for a day where alchemy is revisited and the rest of the combat system is fleshed out a bit more
I was also thinking about how different bonuses could be afforded depending on whether someone was hunting game or practicing combat on humanoids; certain arrow types may be very effective against game but less so versus humanoids (whether given some valid IC reason or just game balancing choices), or perhaps bonuses via abilities that grant effectiveness versus foes you're hunting (200 tracking & ranged or something) or if you're a ranged warrior, against certain types of foes.
Note: I haven't included shots for firearms in this list since firearms don't (yet) exist in game, but I could see different shot types being similar to pellets or stones for slings (with a few unique options in there as well, of course, due to the obvious difference in HOW they're fired)