Across the board the range cap is 40 meters. That means at about 8 times the maximum range of any melee action, a player can use any ranged action to affect a player. Several perks and abilities also have a shorter 5-20ish meter range, which is at a major disadvantage to someone with debuffs, attacking range, nukes, or CC tools that can be used from the capped distance.
It takes time to go from 40m to 5m distance from an opponent, especially when they choose to keep that distance by moving ahead of you. Now I know its easy to spam Root Grafts, since they don't have a 15minute lockout or anything, but I'm hoping we can find a more reasonable management of the ranged advantage.
Assuming that it also becomes harder to permanently kite someone, and only stop to spam your 14000 heal or your ranged special, I think the capped ranges for various abilities should be adjusted individually. I'll throw some numbers out and everyone can decide if it sounds good or not enough/too much. Be forewarned I have used or currently have every profession for pvp and pvm purposes except Crats, so if you are full of it in a reply saying "we have to have 40m on all these abilities" I will know.
Now the list:
AOE roots, snares, mezzes should cap at 20m.
AOE effects should be no more than 15m [radius].
Roots and snares cap at 40m.
Mezzes cap at 40m (no point in having a mezz if you have to get in agging range).
Stuns cap at 25m.
Debuffs cap at 20m.
Nukes cap at 40m.
Ranged attacks could vary with weapon type/single or dual wield weps. I'd prefer 40m cap as the range wep advantage.
Ranged specials vary based on special type, AS at 40m while Full Auto would be 20m as an example.
Melee attacks 6m. (melee has several ways of increasing range and I don't see the balance in 10-15m melee ranges in the future)
Taunts cap at 40m.
Heals and buffs cap at 40m.