I don’t really agree with either of these fixes, personally. Range is an extremely powerful tool, and granting archers so much liberty with it makes them not only a bit too powerful, but also very unfun both to play as and against. This would mean that there is no way to deal with archers during enemy phase unless you have an archer yourself, since nobody else can retaliate at all.
The proposition to buff fliers to make archers better creates another bigger problem. Fliers are already very good due to their ability to fly alone, so making them more powerful than infantry doesn’t necessarily make archers better (only increases demand for having them on your team), it only makes infantry units more obsolete.
Imo the right approach to making a usable archer depends on making their player phase utility very clear; the issue with that is that the archer’s utility too often is just to “chip” by design, which is something every other unit can do better, since if you can kill you can also chip. The ability to chip is only useful when the enemies hit hard and are accurate, therefore you don’t want them hitting your melee units in retaliation on player phase. In that case, no counters and precise/reliable attacks is a good incentive to taking an archer with you, but hardly is an FE game player phase focused like that - therefore, perhaps archers could be fixed by giving them more interesting utility and roles; just differentiate archers from each other. Perhaps you could give the player an archer that has built in close counter and armor-knight like stats for a tanky 1-2 range unit, another has great speed and could make good use of effective weaponry (this is something I believe the bow line can use. All bows are effective against fliers, but that’s it, no other special effects most of the time. A good buff to archers can just be a more diverse and versatile weapon line to play with), another could instead opt to become more of a specialist and have generally low stats but gain a flying mount on promotion.