I've considered flipping the 'move after attack' free promotion to melee ships instead of ranged ships, actually. I think that change alone would balance the two lines.
Adding "move after attack" to melee ships seems good.
But I'm not sure about removing "move after attack to" ranged ships : 1 range units that cannot move after attack and are defensivelly not really good would be so bad I don't think I would build even one ranged ship before the crusers. If you remove the move after attack, you obtain :
+MELEE ships can attack from far away without being exposed to a lot of risk (move, attack, move away from city bombardments/...)
+RANGED ships cannot attack from far away without being exposed to a lot of risk (move, attack, and die from city bombardments/...)
=> It would be comletely absurd.
My suggestions :
Solution 1) Adding "MAA" to melee ships, removing "MAA" to ranged ships, and reverting range change (so +1 range to every ships) => I don't like this one.
Solution 2) Removing "MAA" to ranged ships (not adding it to melee, not doing anything else) => It is a huge nerf of navy making them mostly useless to city conquest in most cases.
Solution 3) Removing "MAA" to ranged ships (not adding it to melee), making a huge buff to ships CS and RCS to compensate. => Need to find the good numbers.
Solution 4) Adding "MAA" to melee ships (not removing it from ranged), finding another debuff to ranged ships, such as the siege unit restriction : mouvement halved in ennemy territories => have some strange consequences (naval defense would be far easier than naval attack), but may be interesting.