First off, for people wanting to restore ranges:
This is very simple to do even if you're completely uneducated about modding, so it may be best to do it manually than rely on Grave changing his philosophy.
Go into your MODS folder and open up the folder for this mod, and then the 'XML' folder within. In that folder there is a file titled 'GlobalDefines.xml.' Right click and open it with notepad then find '<Set Value="1"/> <Where Name="CITY_ATTACK_RANGE"/>'--should be the second item listed. Change '1' to '2' and save and close the file.
Then back in the 'XML' folder, open up the Units subfolder, and open 'CIV5Units' with notepad. You will probably have to use ctrl+F to find 'Archer' 'Composite' and 'Crossbowman.' Again, change the range value to '2.'
As for Graves, I am liking this mod a lot, especially the relationships of the technology changes and the social policy changes. Am less convinced by the 'complete everything to advance era' idea; it seems to undervalue Great Scientists and Spies, but I will need to play with it more and see if I can adjust.
I've noticed a few minor bugs, though:
*Although I can build plantations at pottery, Citrus and Bananas still aren't added as resources until Calendar is unlocked (the tooltip also says the resource requires Calendar). Haven't been able to test this with all plantation resources so far.
*Hanging Gardens appeared in my build list even though I had not unlocked Tradition; didn't try to build it.
*'National Treasury' simply adds +1 Culture, wasn't sure if this was a bug or you had meant to remove the wonder completely.
*New cities appear invisible at a certain point, reloading a game fixes this (until more new cities or built); I'm not sure what the trigger for this is. They function normally.
Hope to see more from this mod, I'm impressed by both its scope and restraint!