I dispute that the best way to do so is to make them into a damage machine.The champions abilities are just an underpowered mishmash. Better change at a critical coupled with a better long jump distance? The extra fighting style is nice, but how often are you going to switch styles? The regeneration at the end is nice, but that's not till 18th level. It's hard not to make a fighter archetype better than the champion.
Just because you typically spend your time in a forest (or on a boat) shouldn't mean that most of your abilities stop functioning when you leave it. Especially when you are playing a game that will usually force you to leave it for most of your play time.In the setting Thyatian Foresters and Ierendi/Minrothad Privateers are regional classes, like the Dervish or the Horse Warrior. Foresters are supposed to be the ghosts of the Vyalia forests, moving through trees like predators. When your archetype name is Forester, it's expected you spend most of your time in a forest. The Privateer could use some tweaking but the major of the abilities would still be ship related.
My issue with the privateer is that the abilities they get are narrowed to the point that they only matter if you are in naval combat. If you are on board a ship, you really, really want one in your party, but if you are not on a ship, they're dead weight. I think that if you broadened them to apply to more general situations, they could be a great archetype.
Foresters are similar - generalizing their abilities to work in situations that apply in a forest, rather than restricting them to a forest would put them in a good spot I think.
I see these archetypes as being perfectly good for NPCs. A lot of very narrow archetype characters are more suitable for NPC use than as PCs.
Just because you typically spend your time in a forest (or on a boat) shouldn't mean that most of your abilities stop functioning when you leave it. Especially when you are playing a game that will usually force you to leave it for most of your play time.