The problem they have is that because every melee has an interrupt, in order to make ranged playable at all in PVP you have to give them lots of instant cast damage which = damage on the move. Also, you can make boss fights that cause range DPS to be low and melee to be high (Saurfang, Garalon) but its really hard to make mechanics that will make you sit ranged completely. Saurfang needs ranged, so does Garalon. However, there's no fight in the game that I've ever run into that can't be done with a full ranged group (we cleared all of FL and most of t11 with just such a group). You certainly can't say that for a melee group. As it is, the only thing that's preventing melee from being completely superfluous is the need to have geared tanks and the way loot drops work (you need a warm body to soak up that Str/Agi gear).
Really strongly agree with this. The extent of the ranged advantage in PVE is well beyond absurd as it is and the only plausible reason I could ever think of as to why such an obvious problem wasn't fixable was that to reduce the ability of ranged to dps while moving in PVE to bring them back in line with where they should be in relation to melee would cripple them in PVP. They don't seem to even want to remove the impediments to melee dps (how many mechanics consist of 'don't be near the mob' or 'don't be near this spot where the mob has to be'?) but what was intended to be the impediment to ranged dps was long ago ditched.