There are a variety of ways to deal with that ranged unit issue. Thalassicus' mod handles it where it your archer has the Open attack bonus, then when it reaches Rifleman that promotion will be spontaneously replaced with the melee Open promotion (Shock), and similar for the Rough terrain chain. Logistics would still be useful for a melee unit, as it lets you attack twice per turn and move after attacking (i.e. the same as Blitz for a 2-movement unit), or a similar mechanism can just replace Logistics with Blitz and Range with, say, Mobility.
In my own mods, one of the things I'm going to be doing soon (not yet, but soon) is to remove the Barrage/Accuracy promotions entirely, and just add the ranged attack bonuses into Shock and Drill directly. Obviously this'll help with the Crossbow->Rifleman upgrade, but it was really done for two other reasons: I have a couple custom combat classes that have both melee and ranged attacks (and wanted to add ranged attacks to a few units in existing classes, like Armor), and I really need those promotion slots as the game limits you to ~50 new promotions before it starts breaking.
Balance-wise, there's not much point in adding ranged infantry units once you get Artillery (which can outrange cities) and air units. But I've still found some uses; I added a Helicopter-type future unit that has a range-1 ranged attack, just so that it wouldn't take any damage when it attacked an enemy, which was essential for a skirmisher unit. So I suppose earlier versions of the same would work well, although you'd have to up the movement of the skirmisher units to make them truly valuable.