The Ranger is an odd class from a design standpoint. While it's generally grouped with the simple classes (alongside Barbarian and Paladin), it's arguably the most complex of the three with multiple options for nabbing spells, an improvisational terrain stunt talent, and access to an animal companion that gives you two creatures to control. It's also the only class without any class features, and it doesn't have any powers either. To compensate many of its talents are on the stronger side compared with other classes, it has the best AC in light armor, can use Dex for melee attacks, and in the case of the animal companion feats it sets a precedent that not all feats need to be taken progressively.
The no class feature thing kind of bugs me, but I'm not about to alter a class so radically as to give it a class feature where it had none. However, considering that the book invites players to swap talents if it suits the story (even going so far as using the Ranger's Animal Companion as an example), it can start to feel like the Ranger gets the shaft. With no powers or class features to make it stand out from the crowd, why not just swap Ranger talents with a Fighter or another class?
A minimally disruptive way to fix this would be to homebrew a list of new feats, since Rangers already have a precedent for feat flexibility. This is also a good opportunity to fill another gap in the Ranger's design, which is a lack of mobility from a class that's typically seen as a wilderness skirmisher. Restrict these new mobility feats to being useable only while wearing light or no armor, and all of the sudden the Ranger's looking pretty nice since it's hands-down the best with light armor!
New Ranger Feats
Special: Requires Animal Companion (all) OR Ranger's Pet (Adventurer only); only useable in light or no armor.
Adventurer: Once per battle you can pop free from an enemy that your Animal Companion or Pet is also engaged with.
Champion: If you're intercepted by an enemy, roll a normal save. On a success your Animal Companion intercepts the enemy before they reach you, popping free from any enemies it's already engaged with. If you attempt this a second time during this battle, it becomes a hard save.
Special: Requires First Strike; only useable in light or no armor.
Adventurer: You can take a free move action when you roll initiative.
Champion: If you're intercepted by an enemy that you haven't attacked yet roll a normal save. On a success you can continue to move past them, unhindered.
Special: Requires Two Weapon Mastery; only useable in light or no armor.
Adventurer: Once per battle you can turn an adjacent enemy's successful disengage check into a failure.
Champion: After turning an enemy's disengage check into a failure, that enemy is also Weakened until the start of its next turn.
Special: Requires Archery
Adventurer: When you hit with a re-rolled ranged attack the target is Stuck until the end of your next turn.
Champion: Once per battle when you hit with a ranged attack you can choose to deal half damage and Weaken the target.
Special: Requires Ranger ex Cathedral
Adventurer: Once per battle when you miss with an attack the target pops free from you or a nearby ally.
Champion: If the target of your Nature's Wards power tries to re-engage with you or your ally on their next turn, they must succeed at a normal save or fail, wasting their movement.
Special: Requires Favored Enemy OR Lethal Hunter; only useable in light or no armor.
Adventurer: You gain a bonus to disengage checks against your Favored Enemy or the target of your Lethal Hunter equal to your Wisdom modifier.
Champion: If your Favored Enemy or the target of your Lethal Hunter moves to engage one of your allies make a normal save. On a success you can intercept them even if you're already engaged.
Epic: Once per battle when you intercept your Favored Enemy or the target of your Lethal Hunter, make a free basic attack against them.
Special: Requires Double Melee or Double Ranged Attack; only useable in light or no armor.
Adventurer: When your basic attack is a natural odd roll, gain a bonus to disengage checks equal to your Dexterity modifier.
Champion: Once per battle if you roll a natural 16+ you can take a free move action in addition to possibly triggering a second attack or a bonus to disengage checks.
Step of the Fey
Special: Requires Fey Queen's Enchantments
Adventurer: Recharge 11+. You can teleport to any nearby location that you can see.
Champion: Step of the Fey becomes a Recharge 6+ power. Once per day you can use it after it's been expended.
Epic: One battle per day Step of the Fey becomes an at-will power.
Special: Requires Tracker; only useable in light or no armor
Adventurer: When your Terrain Stunt power triggers you gain a free move action that you can use at any point before the end of the battle. Narrate this as being related to the stunt in some way.
Champion: You can re-roll any rolls (skill checks or saves) you make to overcome the effects of difficult terrain, choosing the best result.