There would be two classes using ranged weapons. Hunters would wear leather, use pets, and have a pet tanking spec. Archers would wear chain, use combo points, and have a close ranged healing spec. Details are as follows;
Archer - The Ranged Rogue
Marksman - This class would focus on many of the shots currently seen in the Hunters arsenal, such as steady shot, aimed shot, arcane shot, etc. as well as AOE attacks. Though all Archers get these attacks, Marksmen would make the most of them, using ranged combo points to administer powerful finishers either to single targets or groups of targets. This spec would be very maneuverable with many close and long ranged attacks to hinder enemies.
Sniper - This class would revolve around stealth and stationary, single target damage. The further you are from your enemy before making the first strike, the more damage you do, and once you've chosen your point of attack you're intended to hold your ground. Many attacks have a cast time, and many more surround you with almost totem-like equipment to aid you, such as a torch to light your arrows, an ammo pile to quicken your firing rate, and a telescope to increase your range and accuracy.
Field Medic - Sharing healing gear with Shamans, this class would take a heel-face turn from the other two classes and be a close ranged healer. Making use of small, quick long-ranged heals in the form of different encouraging 'shouts' and 'cheers', the medic would build up combo points that can be used as close ranged heals for tremendous payoffs, or they could use the combo points for a variety of maneuverability buffs to put the Field Medic on par with other healing classes despite its range restrictions.
Hunter - New and Improved
Beast Mastery - This spec would be different than what it's been in the past. Instead of focusing on your pets damage output, it'll now be entirely about its survivability, aggro holding and ally protection; Essentially a fully capable tank with a twist. The mechanics would revolve around balancing the aggro between the pet and the hunter himself, as the more danger the hunter is in, the stronger the pet becomes, a buff called 'Instinct'. They would also be able to call the hunters other pets out to juggle damage during particularly tough fights.
Survival - Focusing on traps as well as poisons, this spec would take a no-holds barred vantage to fighting, many of the attacks underhanded and borderline dirty. Sand in the eyes, below the belt, temporarily grabbing enemies and using them as shields, this spec does everything and anything to keep the opponent at range while dishing out considerably DOT damage with its own blend of poisons and laying down a variety of traps, invisible to the enemy until they're right on top of them.
Tracker - This spec would take into account the differences between enemy types (undead, elemental, giant) and make full use of them. Different attacks are more powerful against different types, you can buff yourself with a passive AOE that repels/damages said types, and certain abilities can enrage different types into attacking each other. As well, there are abilities that can win over your enemies and make them friendly to you for periods of time, to fight alongside you and your pet. This would be the only spec to get tracking.
I stitched these classes together on the fly, but they both have bits and pieces of ideas that have been bouncing around in my head for a while. Tell me what you think!