1) When you use a charge, you are immune to movement imparing effects for 3s after you reach the target location, and the entire time during the charge. So that when you charge, you dont get rooted mid air, or as soon as you land and you actually get to melee for a few seconds.
2) Change GTH and Phantom blades to, for the next 4s (30s CD), your abilities have a 20m range and reduce your damage done by 50%. So now you have disconnect. Also make tempest winds melee range.
3) If you want a ranged spec to have multitudes of CC, make it an immobile ranged spec. Bad Example? Marksman. Fully mobile, good damage, great utility, and most of the time actually faster then most ranged souls.
Good Example? Vulcanist. All it has is a root and a teleport. And you lose 75% damage if you dont stand within 20m of the enemy channelling 3s channels every 5s. Can it still blow people up from ranged? Yeah. But if anyone looks at you or chases you in melee, theres nothing you can do other then root and teleport, that's it.
When a ranged soul moves, its DPS needs to be cut in half. Or in Pyro's case, have 1-3 instants that it saves which it can use (Searing bolt, countdown, flame bolt etc). Which you CANT spam so eventually have to stop and cast, to do DPS at ranged.
Will ranged DPS still be able to blow people up? Yeah, just do it before melee gets in your face. Because as it stands now, rangeagon with a 90% uptime on a 20m range as a melee soul is just silly. And harbinger is equally silly with 50% uptime on 30m range and a very large portion of its abilities being 35m range.
Melee is melee, ranged is not a ranged melee.