Possibly several assumptions here...
a) if you by "Melee guys" mean average vanilla fighterish types, then yes, that would support my suspicion that regular hp and AC 16-17 simply won't cut it. Before my players ended up with their melee gods we had a PC death caused simply by initiative timings: first guy in the room, then most monsters, RIP first guy in room.
Creating an AC 21 character and a double HP character was a direct response to the realization that regular tanks aren't tanky enough to withstand even a single round if all foes are "forced" to focus fire on that single character.
b) you might feature lots and lots of ranged opponents in your game, but that is simply not the expected norm. Not for the Monster Manual and not for the fantasy genre in general. If your players can't make mighty bare-chested barbarians that manly wade into melee combat work, then you might want to dial down on the number of foes with effective ranged weapons and/or mobility greater than the party. Alternatively, you and all your players love that more modern "hide and snipe" feeling, and there is no problem. (But it did sound as if you have an issue with "melee guys" having "terrible survivability", amirite?)
c) Your point about "they don't scale" I don't even understand? Scale how? And who is scaling much better? Archers? Spellcasters?
(If you mean spellcasters, that's great. I would love to hear about spellcasters reclaiming their turf at mid to high levels, because at levels 1-8 they really are support characters in the melee guys story)
In a beer-and-pretzels game where *YANK*
Gonna stop you right there before you manage to set up a possibly condescending straw man...
Cheers,
Zapp