Do you think that was the intent of the designers?
I honestly believe the designers were blindsided on this one.
The fantasy genre uses hit points and levels for one important purpose:
To support the trope of the melee hero. The heroic swordsman, the mighty barbarian, the stoic dwarf.
All of fantasy and "heroic history" emphasizes the manliness of stepping up to your foe to do close combat.
But. As the real-world knights, there's a very painful lesson to be learned: the ranged combatant. The crossbowman. The longbowman. (Earlier, the mounted shortbow archer. Later, the musketman.)
Reality simply doesn't support the image of Conan standing on top of a mountain of hacked and slashed orcs. So fantasy rpgs added "buffers": unrealistic (or heroic, I'm not here to judge) defenses such as levels, sky-high armor classes, lots and lots of hit points. And what's more: they made archery a relatively fragile way to fight. The orc in your face simply slashing your bow, or punching you in the face, or simply pushing your bow aside ruining your aim. And a two-handed sword or greataxe often does much more damage than a puny arrow or slingstone.
Of course, this is largely intact in 5th edition. You won't be shooting down the giant or demon or dragon before it can close any distance to bite your ass off: it has hit points and AC too.
But what the designers of 5th edition did forget was that to do heroic melee you need to either be better with a sword than with a bow, or the option to fight with a bow in close combat needs to be pretty wrecked.
Otherwise, what's stopping you from going all Legolas on your poor little D&D game?
And the answer, sadly, seems to be:
nothing, except the expectation that melee combat is cool.
While that is enough for many (swinging an axe in face of the enemy is never a bad option), it isn't enough for those of us that carefully analyse the statistical outcomes of our choices (our "character builds").
You don't have to be a minmaxer to see that with feats such as Sharpshooter and Crossbow Expert
the expected drawbacks of ranged combat simply aren't there anymore.
So, yes, the Rogue is better off as a ranged combatant.
But so is everyone else.
I maintain that the designers must have lost sight of the fact that the game must actively encourage something as stupid as walking up to your foe with a sharp stick in your hand, when you could just shoot his face off from a safe distance.
In previous editions of D&D this has always been so:
- you deal strength based damage even with dex based weapons. Strike one for the archer
- you get penalties based on distance. Strike two for the archer
- you get penalties for cover and concealment, which is much more commonplace at a distance. Strike three!
- your day is ruined when an enemy manages to get up close (which he will if the game features hit points). Strike and you're out!
But in 5E all of these important checks on ranged combat can be removed.
- people complained they had to put points in Strength so now you dont
- a feat negates disadvantage for distance. Not "lessens" and not "some distance". All penalties are simply gone!

- another feat negates any cover penalty. (This is actually not a big deal, since everybody can do "move out of cover, shoot, and move back into total cover")
- the feat that completely removes any discomfort of having an enemy's claws and fangs in your face is the kicker, however. If any single rule can be said to be ill advised, it's this one. Clearly, this is Peter Jackson's fault.
There simply isn't any reason to create that swordsman or dwarf any longer.
(Actually, there does remain a few benefits: the likelyhood of finding heavy weaponry as loot. The single extra point of AC. Playing as a Barbarian - which has proper checks and balances to make you focus on Strength and melee combat)
Other than that, all characters can eat the cake and have it too: you deal almost as much damage at range, and the slight dip is more than compensated for by your vastly increased reach, meaning that the number of round where you simply can't reach a foe to attack is sharply reduced with a bow compared to a sword. Adding to that the usuals: fighting at range generally is much less painful than at melee, and you can often start doing damage at least one round before the melee fighters.
I do not think this was intentional on the part of the designers. Like I said, I think they simply forgot to make sure the game actually supports the tropes everybody expects the game to support.
Fortunately, there exists a very easy fix that solves most if not all these issues (and more):
Remove the Crossbow Expert feat from the game.