Garthanos - I'm sure there are some funky Arcane Initiate (Magic Missile, Wizard's Fury) builds one could do with that.
To readdress the OP...
It sounds to me (reading charitably) like you're primarily trying to change the Ranger to be more interesting to you, rather than worrying strictly about power level. The problem is that they are, to many [and you do not wish to discuss this lemma, a reasonable request], both (a) very powerful and (b) not very interesting or challenging to play.
The power comes from multiattacks. So, first step, adopt one of the many proposed fixes for this. The one I just thought of would be pretty straightforward: any melee or ranged attack which makes multiple attack rolls, each doing damage, uses only half static mods for damage. (You do use power cards or some equivalent, don't you?) That includes stat (where applicable), enhancement, temporary boosts, and the rest of the parcel all rolled together.
[Some other tweaks may help reduce some of the other problematic aspects as well. In my game I allow the Beast to be enchanted as a magic "weapon" much like Monk Unarmed Strike. This helps boost up the Beastmaster builds to competitiveness. And double weapons are just a cosmetic tweak of two statistical weapons of the appropriate kinds; they have no special weapon entries of their own. An Urugosh is a battleaxe/spear. The feat Double Weapon Fighter grants the Defensive property to such a union of two weapons.]
Then, rather than simply removing the Archer Ranger and TWF Ranger class features altogether, give them more interesting ones instead. For example:
Archer Ranger - When using magical ammunition, after the battle you recover half of the spent ammunition, and can restore them to their normal enchanted (and functional) status after a short rest. You need not track nonmagical ammunition even if your campaign normally does so. (And we encourage DMs to track nonmagical ammunition for characters other than this one, if one is in play.)
TWF Ranger (using my proposed multiattack nerf above) - While wielding two melee weapons, you may make an opportunity attack against an enemy which shifts out of a square you threaten and into another square which you also threaten.
The archer one encourages them to play with an item type which otherwise may not see much play, and which will introduce strategic complexity as they look for interesting combos there. The TWF one introduces a defender-y side to the TWFer, and makes them care a fair bit more about tactical positioning. (Not having to care as much about positioning being one of the reasons why some consider them unfun to play compared to, say, a rogue.)