I don't mean for this thread to devolve into an argument over longbows. Though I guess my assumptions of a rather primitive weapon runs contrary to the game concept of Complexity. (A bow and arrow is fairly easy to use. A pistol is easier, until you have to reloaded it, or it gets wet, or...)
HeridFel, the Attack Acuity Greater Talent from Blessed and Damned (1st edition) lowers the complexity of a weapon by 1. It's prerequisites are Attack Specialist (and Attack Focus) in the weapon and a Melee skill rank of 3. I expect this will eventually be converted to 2nd ed. Even so, that's roughly 200 SP investment to reduce a weapon's complexity by 1 point.
Longbow range is already taken into account in the game rules, though you need to read the weapon description to find it.
Since the ceiling for weapon complexity is a 2, I have no problem with only being able to reduce it by 1 point. Also, since the only other method of doing so is a Heroic Fighting Style Talent, I'm probably good at keeping it as a Greater Talent (though Hot Knife Through Butter does a lot more than this one Talent). But I definitely think the game needs a method for reducing Complexity, so I'll be adding an Attack Acuity conversion (in some form) to my home game pretty soon.
As far as the rest of my tweaking, its more about adding some additional intuitiveness and swashbuckling umph to the system without breaking half a dozen things in the process.