I really don't think the OP meant that rangers lack synergy, Dr Koin. Case in point, scoundrel is still the most compatible with a ranger, contrary to what OP is saying (dagger requirement is the same for every class and is mostly a no-go, dex requirement is harsher for every classes but ranger), and scoundrel offers back the jump that rangers have lost in their kit (but that's what you said too).

Man at arms have two AOE spells (rush and whirlwind), whereas rangers have 4 (not counting the special arrows).
I think mages' cooldowns were nerfed overall (they still strong nonetheless).
Rangers have the 50% hit buff (easily stacked with power stance), and retain the furtivity/guerilla opening hit. You can still open with a ranger, then bring an out-of-combat mage throwing a fireball on top of it.

Maybe some number adjustement need to be made to balance it all, but the design looks kinda fine?

I think OP wasn't really focused because he was disparaging special arrows for being expendable and in the same breath was praising grenades.

His main point, to me, is the nerf of furtivity.
Well, what else should have been done?

@Luckmann
Weapon ability: rogue (one handed or dualwield) vs ranger (bow or crossbow) > tie
Class kit: rogue (scoundrel) vs ranger (marksmanship) > tie
Opening: rogue (invis or 3+ sneaking/guerilla) vs ranger (1 sneaking/guerilla) > ranger win
Secondary skillset (self buffs at 100%): rogue (marksman lvl 1 for some cure, and/or mage) vs ranger (scoundrel 1-4 depending on your needs, and/or mage) > ranger win
Talent required: rogue (backstabbing, maybe guerilla for opening) vs ranger (maybe guerilla for opening) > ranger win

Nerf to damage going into EE (I'm not really sure because there's a lot of stuff I didn't check, I expect you to add/correct a few things?):
- furtivity nerf for rangers -> cannot spend 25%/20% (bow/crossbow) more AP to gain 100% damage (old guerilla) = 60%/66% nerf (bow/crossbow). If furtivity had been inchanged but only guerilla (50% instead of 100% bonus), then furtivity maxed out would give 20%/25% bonus damage overall instead of 60%/66% (33% nerf only).
- slight power stance nerf for ranger = 5% nerf
- rogues attacks cost 3 AP instead of 2, but I won't count it since I expect weapon damage was adjusted.
- rogues do not do 2 attacks anymore, unless dualwielding. It's a 100% nerf face value. If you invest points in dualwielding, the nerf goes back to 50% (you lose the equivalent of single handed weapon specialization).