It fits with the logic of the world, as it leaves "design space" for boosting spell ranges insanely by possessing someone's Pattern Item. *cackle* Most spell ranges in earlier editions were fairly tight. Checking the preview vs 3rd edition...
[**Oh, just noticed this and I want to call out that the preview PDF is missing a bookmark for "Missile Weapons" in the Goods and Services Chapter, that didn't get onto the feedback spreadhsheet.**]
So, checking the preview vs 3rd edition, Longbows have range increments of 40/80 yards in both editions. Checking quickly through the 3rd ed spells chapter, most of the classic attack spells (Blizzard Sphere, Fireball, Razor Orb, etc) have ranges from 40-50 yards. Some notable spells like Leaping Lizards (an attack illusion) range out to 60 yards. There are no attack spells that can get to 80 yards in 3rd edition, period.
I disagree with the comment that casters " aren't combat disciplines" to the point that when Troubadours get Blade Juggle, every Adept is a combat character (but it is true that caster's don't "focus" on combat to the extent that the other Disciplines do, don't let my nitpicking say otherwise

).
I also noted that Archers lost Sprint (at least so far up to 8th circle), so leaving them with the best base range is ok with me. They'll be getting bum-rushed by Thieves at Novice, and then Beastmasters, Scouts, Sky Raiders, and Swordsmasters at Journeymen. They need the range to hit more than once before getting caught in a melee.