I remember using kiting a lot with my ranged heroes in MOM. This was pretty unrealistic but was partially balanced by the fact that enemy units could corner me against one of the edges of the map and that if I moved, I could only get one shot off (instead of two if I stayed stationary).
I'm still vacillating on this, tbh. I probably wouldn't mind seeing the ability to swap weapons be put in there, if counter attacking was also brought back and penalties added to an archer trying to use a bow while being attacked at melee range.
Perhaps combat could work like this:
1] Any unit can perform any combination of two combat functions during their initiative round:
a] make one melee or ranged attack
b] move up to half its movement/speed allowance
c] make a block/parry action that increases defense against the next attack targeting it
d] swap weapons
2] If a defending unit is attacked by melee (only!) it gets one free combat action immediately after the first attack. It only gets one of these in between each of its own initiative rounds and if it chooses to attack as its action (instead of move, defend, or swap), it may only attack the unit that attacked it first.
3] Ranged combat has a penalty to hit at long range, and is impossible to perform while an archer is in an enemy's zone of control. (edited).
3b] All ranged weapons have limited shots per combat.
4] Zone of control is still a factor and limits any unit moving from one hostile zone of control into another to only one space at a time
This isn't a perfect system but it might preserve balance while restoring a little more realism. No idea though on how hard it might be to completely revamp the current tactical system we have now..