Elf: Good point on 3H fliers / cav being able to ignore their weakness via CHEATING. (How come Armor classes don't have a "Disrobe" option, eh?!)
Re ranges: Eh, I personally am inclined to interp things literally and say Life Is Simply Unfair. That said, if we were gonna fudge things to be closer to reflecting in-game difficulty of cheezing older games range 1-2 characters, I would recommend being "inconsistent". Take Boey vs. Erk or the like... if FE7 magic is seen as range 1-3, then Boey loses horribly as his Fire counterattacks are outranged. If FE7 magic is seen as range 1-2, then Boey has the option of chipping with Thunder/Sagittae to avoid counterattacks, which sure, feels a little off since range 1-2 isn't real common in Echoes. The thing is, for FE7 range 1-2 characters, they're both very good at nearly always being able to counterattack, but also very bad at making it so opposing range 1-2 characters can't counterattack. Implying they should both be receiving and giving counterattacks. It's actually a bit similar in Echoes; lots of enemy Cantors equipped with range 1-3 Death, but that also don't move, so you can't cheeze them with magic (without a Mage Ring... whoops), but Boey/etc. will be able to counterattack themselves barring a tragic mispositioning simply by moving in close. In other words, maybe interp Boey's mage opponents as having range 1-3 counterattack magic, but they still attack at range 1-2. (And sure, let Boey use Sagittae to chip for free at Cavaliers armed with Javelins / Hand Axes, since those have range 1-2 in Echoes.)