Why do you say archers are hampered? Because ROF is reduced per round from previous editions of D&D?
Basically, the following:
1. you need a ton of feats to become useful with archery, while you only need Power Attack to mix it up in melee;
2. your damage output will never rival a dedicated meleer's;
3. you need both Dex and Str if you want to hit and deal damage - real-world accurate, but hampering nonetheless;
4. a lot of environmental conditions apply more often to you than to melee (cover, concealment);
5. in confined dungeon environments, you'll have to whip out that rapier sooner or later anyways;
6. making lots of attacks instead of fewer, more powerful attacks means DR is harder to overcome;
7. you can't perform combat maneuvers (trip etc.) with ranged attacks unless you take certain whacky prestige classes;
8. bows are really easy to sunder;
9. lots of damage increasers like Sneak Attack or Skirmish only work so-so on ranged attacks;
10. you don't threaten squares, and you provoke AoOs;
11. (3.5) not a lot of really good feat/class feature comboes to amp it up in the teen levels - you'll fall behind even faster.
That's about it, I think.