I'd be inclined to do away with "Way of the (class)" as a skill name entirely; "...of the Rogue" vs "...of the Ranger" is a pretty arbitrary distinction in the first place.
But the bonuses said abilities would provide would be completely different, because one is for ranged and the other for (evasive/stealth) melee.
Why would the "Rogue" be the only one who focuses on trying to dodge attacks?
For that matter, what *is* a "Rogue" in a classless system?
Let's suppose for a moment that the "Warrior" is someone who focuses on combat skills and has only a smattering of noncombat skills because most of his skill points went into the Combat category.
If the "Rogue" is someone who is deadly with knives and untouchable due to his reflexes - the modern MMO-style - then he also won't have more than a smattering of non-combat skills (which includes things like lockpicking, stealth, and charm). In fact, he's probably less of a "rogue" and more of a knife-fighter... in effect, he's also a Warrior.
If the "Rogue" is someone who brings a lot of support and social skills to the table - the traditional style of D&D and similar games - then (as was also the case in those) he won't have much in the way of Combat skills because his points are all in Social/Support stuff (like lockpicking, stealth, and charm). This is more classically "rogue", but he definitely isn't going to be a super-dodger who can shred demons in an eyeblink with his little tiny knives.
For that matter... why is the "Warrior" only useful with melee weapons and utterly inept with ranged ones? Why would the Ranger not know how to handle a blade? (Most fantasy rangers sure know how to, often more so than they're good with the bow.)
This crosses over somewhat into the issue of "Way of the Warrior/Ranger" overlapping very heavily with the specific-weapon skills (1H/2H/bow/xbow/etc), to the point of making the latter almost obsolete... and the specific-weapon skills aren't helped out any by the fact that the Str/Dex stats also do what they do and more.
On top of that, the "Way of the..." skills are overlapping pretty heavily with other stats, skills, and talent functions. They're actually in the way of having interesting talents, because a lot of potential talents are already wrapped up in the "Way of the..." skills. Wouldn't Natural Armor, Vitality Boost, Cooldown Reduction, etc, be at least somewhat more interesting as talents than the current "+1 to a skill" set? They would - and they'd be useful and appropriate to a lot of character types, not just warrior - except that they've already been grabbed by this "Warrior Class" skill. The same is true of Way of the Ranger (other than arrow recovery, it's duplicating the effects of various stat increases), and would also be the case with any prospective "Way of the Rogue/Cleric/Wizard/Elvis Impersonator/etc" class skills.
Consider this structure as an alternative (keeping other changes to a minimum for clarity's sake):
Combat Skills:
Armor Specialization
Blocking (aka Shield Specialization)
Bodybuilding
Leadership
Melee Weapons
Ranged Weapons
Reflexes
Willpower
Support Skills:
Crafting*
Lockpicking
Loremaster
Lucky Charm
Pickpocketing
Repair*
Sneaking
* Why are these separate skills, anyway? It seems really odd that I can craft a sword but be totally unable to sharpen one.
Magic and Social stay the same, other than the possible transplant of Willpower and Lucky Charm to Combat and Support.
So what's the big deal? Well, the largely-redundant specific weapon skills are gone and can be covered by Melee Weapons and Ranged Weapons, respectively. Otherwise, the arrangement is more about function than class concept (Reflexes makes more sense as a Combat skill given that it makes you better at evading attacks, etc. I grant that I'm not clear on what Bodybuilding does right now.)
Now look at the class definitions used earlier.
Mr. Warrior, unsurprisingly, continues to sink most of his skill points into the Combat skills, which includes effective dodging (Reflexes), armor and shield use, weapon skills (melee AND ranged), etc.
Mr. Rogue-the-Knife does similarly, albeit probably with more emphasis on Evasion and Melee Weapons and less on things like Blocking and Leadership. Lo and behold, he might have a few more points to put into rogue-like stuff such as Lockpicking because he probably isn't investing as heavily in some of the other combat skills, although he still won't have as many support tricks as...
Mr. Rogue-Support-Guy still exists as before, and he's still mostly invested in Social/Support. On the other hand, when it comes down to fighting, he can just as effectively look into a light infantry style instead of a knives-and-dodging one. He won't be as effective at fighting as Mr. Knife, but that's the tradeoff he chose to make.
The ranger keeps working pretty much as-is. So does the wizard, who probably doesn't mind having equal access to things like Reflexes (if anyone needs to dodge the arrow heading toward his knee, it's Mr. Bathrobe) without getting stuck having to buy into a knives-and-backstabbing bundle to do it.
Moreover, this works just as well for other mix-and-match concepts like a cleric or paladin (some combat, but also some emphasis on magic and/or social skills), an out-and-out "crafter/artisan/merchant" character, and so on - these aren't hampered by the rearrangement at all.
In the process, we've improved the flexibility of the system in handling various character concepts, got new talent possibilities (because a rogue or a wizard might like to be tougher or a cleric to have better sight range), and have dropped several skills that are currently mostly redundant (and lock you a little too much into using a specific weapon type).