I like the revamp and most of what has been done here. There are some mechanical questions that need to be answered that are not covered in this deep dive:
Does the new long strider stance stack with speed of the wild for an increased movement speed providing you don't get hit or is it faster than sow?
Other than Lull Beasts, does ranger get any indoor pulling tool's at all?
What is the duration on the snares, seems like a ranged snare might be a very short duration?
I do like what has been done here, removed the elemental magic and refocused this into more marshal-based attacks. My main concern is that Ranger is great at several rolls in outdoor settings but very weak while indoors, where most challenging content is located. This was a concern prior to this rework, and nothing has been done to address this.
When grouping if classes cover your snares/roots/general CC, healing, tanking (off) the ranger becomes a weak (I doubt we got an increase with this revamp) DPS class that gives, once every 30minutes, a recovery buff. Strong in small groups but over shadowed in full groups by other classes that do these rolls better.