I appreciate the response Garlodur, and I acknowledge you've made quite a few good points. However, I think I've got a fair argument for a number of them.
1. Along with the fact that Gondor does have the most build plots of any faction, I understand this completely. But with that in mind, it doesn't excuse a building of being relatively worthless/situational compared to the other options, what with Gondor Archers being relatively sub-par. On top of that, it's extremely inefficient cost-wise for the upgrade. 300 for the building, 400 for level 2, 600 for level 3, and then another 800 for the upgrade. In my Gondor army I rarely make more than 4 archer units, and can usually keep them well behind the front line so I rarely have to replace them. That's a total of 2100 for a single upgrade and 50% faster production on a unit already rarely used.
2. I've got an issue with the argument "it's iconic". Sure, the characters, buildings, places and what not can be iconic, but aesthetic decisions should never hold any water against the idea of game balance (or as the Edain team has spoken of fondly, lore-accuracy). The Gondor Archery range is honestly a building I've loved since I started playing BFME2 (I don't recall if it was in the first one), and looks fantastic. However, with the current meta of Edain I think there's a fair argument that the building is outdated.
3. I'll agree there are a few ways Gondor Archers are better than Rangers. However, without their upgrades they fall very short of the mark. Lacking heavy armor, they get trampled just as easily as the Rangers do (while maybe having a few survivors, but the unit is effectively dead or routed). They objectively have extremely low damage, and the Ranger's Unexpected Salvo is a fantastic ability that seems very underused. Perhaps Gondor Archers are more versatile in the late game due to the heavy armor, but putting heavy armor on ranged units either tells me there is already more than enough resources to finish the fight or the army is in bad shape.
4. Every faction can recruit it's 3 basic units from a single building. Isengard Uruk Pits, Dwarven Hall of Warriors, Lothlorien Guardhouse, Rivendell Barracks, Mordor Orc Pits, and Angmar Hall of the Kings men. Swords, pikes, ranged, and more often than not a few heroic/specialized units. Gondor Archers aren't with the other basic units, almost negating the bonus of having that extra build slot from that perspective. Gondor does have a lack of variety in their specialized units but it seems more to make them the "bread and butter" faction; the default army of the game as the Edain team has said. Perhaps the elite units could be moved to a new building to compensate, but as it is the Archery Range still seems a waste.
The new spell will definitely improve Gondor's basic units, and may in fact be enough to make Gondor Archers stand out against Ithilliens. However, the argument still stands in regards to the Archery Range, I believe.