Well, it had to happen...
Ok, so, I've been reading this thread, and
really enjoying it, so I guess I'll do what we've all been dreading~ throw in my two cents, and then present the results in a class write-up.
First off, I agree wit the general dissatisfaction. I would like a rnager who is the go-to-guy for anything outdoorsy, who can kick a reasonable amount of butt if he has to , but is in no way a watered down fighter.
Tracking is clearly the heart of the ranger's coolness. He needs a lot of skill points, because many of his obvious functions are split up across too many skills. Favored enemy is good, but needs to work harder, since it is a very narrow and selective ability the DM might just skirt right around.
And at the end of the day it really just needs to be cool enough to do Aragorn, and (IMO) flexible enough to tolerate that day when you wanted to play Beastmaster.
Oh, and in my most radical observation: what the heck do they need spells for? They should be buddying up to (or multiclassing as) druids, not casting themselves. And frankly I thought that the PHB classes were overly reliant on spellcasting. Only 4 out of 11 classes don't cast!
Now, I've been doing Spycraft classes for about a year, so this might be over powered, but I think it's got some intesting abilities, and isn't any more potent than a monk in terms of getting one cool thing per level.
My thanks to Steverooo for some excelent mechanical nugets, and I really like the ideas for expanded tracking.
Comments welcome

!
So, without further ado~
Scott’s Ranger
Abilities: Rangers benefit from a variety of abilities. Wisdom is important to their tracking abilities, and Dexterity for their stealthier skills. Those that engage in combat regularly will also benefit from high Strength and Constitution scores.
Alignment: Any
Hit Die: d8
Class Skills (key ability)
Animal Empathy (Cha; exclusive)
Balance (Dex)
Climb (Str)
Craft (Int)
Handle Animal (Cha)
Heal (Wis)
Hide (Dex)
Jump (Str)
Listen (Wis)
Move Silently (Dex)
Profession (Wis)
Ride (Dex)
Search (Int)
Spot (Wis)
Swim (Str)
Use Rope (Dex)
Wilderness Lore (Wis)
Skill Points at 1st level: (4 + Intelligence modifier) x 4
Skill Points at Each Additional Level: 4 + Intelligence Modifier
Class Features
All of the following are class features of the ranger.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Favored Enemies: The ranger is a hunter, skilled in the elimination of dangerous foes who threaten his people. At 1st level, the ranger may select a type of creature (animals, beast, dragons, undead, etc.) as his favored enemy. He may not select ‘Humanoid” or “Outsider”, but may select a more narrowly defined type within those groups (such as goblinoids or humans for ‘humanoid’ and devils or elementals for ‘outsider’). The ranger may select his own race, but murder remains an evil act. Due to his careful study of these foes, he gains several advantages. He gains a +1 bonus to all attack and damage rolls against his favored enemy (if using a ranged weapon, these bonuses only apply within the weapon’s first range increment). He also gains a +1 bonus to all Listen, Spot, and Wilderness Lore skill checks targeting these creatures, and a +1 bonus on all Bluff and Sense Motive checks made in combat with them. Finally, Knowledge (favored enemy type) becomes a class skill for the ranger, and he receives a +1 bonus to checks made with this skill.
At 4th level, and every 4 levels thereafter (8th, 12th, 16th, and 20th), each of these bonuses increases by +1 (for example, an 8th level ranger gains a +3 from each of these bonuses)
Track: At 1st level, the ranger gains the Track feat (see Player’s Handbook, chapter 5). All requirements for this feat are waived for the ranger.
Woodsman: At 1st level and each additional ranger level thereafter, the ranger gains 1 additional skill point that must be spent on the Wilderness Lore skill. Further, the ranger may substitute his ranks in Wilderness Lore for any Knowledge (Nature) checks, and for any Intuit Direction checks while outdoors.
Ambusher: At 2nd level, the ranger receives a +1 bonus to all awareness checks to determine surprise at the beginning of combat (see Player’s Handbook, chapter 8). Further, if the ranger has at least 1 minute to prepare an ambush, the DC of all opponent’s awareness checks are increased by +1.
Both of these bonuses are increased by +1 at 6th level, and every 4 level thereafter (+3 at 10th, +4 at 14th, and +5 at 18th).
Woodcraft: At 3rd level, the ranger gains his choice of one of the following abilities. Each ability may be chosen only once, unless otherwise stated in the ability’s description. The ranger gains an additional ability of his choice at 5th level, and every other level thereafter.
Beast Affinity: The ranger receives a +4 bonus to Animal Empathy checks targeting beasts (this offsets the –4 penalty normally imposed for using this skill with beasts). Rangers of 15th level or higher may choose this ability a second time, gaining the ability to use there Animal Affinity skill on magical beast, though they suffer a –4 circumstance penalty to their checks when doing so.
Familiar: The ranger gains a familiar, as described in the sorcerer class ability of the same name (see Player’s Handbook, chapter 3). However, the ranger uses only one-half of his ranger level (rounded up) when determining the familiar’s abilities based on its Master’s Class Level. These levels stack with those of any other class with the familiar ability. Rangers of 15th level or higher may choose this ability a second time, gaining a second familiar. The second familiar may be the same type of creature, but the bonuses from the second familiar do not stack with those of the first.
Fast Tracking: The ranger may move at 3/4 his normal movement rate while tracking.
Great Hunter: The distance the ranger may follow tracks before having to make an additional check is doubled (2 miles). Rangers of 15th level or higher may choose this ability a second time, tripling the distance they may follow tracks (3 miles) before having to make a new check.
Improved Initiative: The ranger gains the Improved Initiative feat.
Iron Will: The Ranger gains the Iron Will feat.
New Foes: The ranger may select an additional type of creature to be included in his Favored Enemies ability (with the same restrictions for humanoid and outsider types). He gains all of his Favored Enemies bonuses against this new type, and the Knowledge (favored enemy type) skill for the new type becomes a class skill for the ranger. This ability may be chosen multiple times, each time identifying a new creature type to become one of the ranger’s favored enemies.
Point Blank Shot: The ranger gains the point blank shot feat. All prerequisites for this feat are waived for the ranger.
Slayer: The ranger’s threat range when attacking his Favored Enemies is increased by 1 (if using a ranged weapon, this bonus only applies within the weapon’s first range increment). This has no effect on enemies that are not subject to critical hits (such ass oozes or undead). Rangers of 15th level or higher may choose this ability a second time, increasing the ranger’s threat range by 2 against his favored enemies.
Stride: When performing overland movement, the ranger may walk for up to 12 hours per day without difficulty (increasing the distance covered by 50%). The ranger may also hustle for up to 4 hours each day before taking damage normally. If the ranger is leading a party including character’s without this ability, he may reduce his rate to aid other. The entire party may walk for up to 10 hours per day (gaining an additional 25% over the norm) or hustle for up to 2 hours before taking damage.
Trackless: The DC to track the ranger is increased by the ranger’s class level. If the ranger is traveling in a group with characters who do not have this ability, he may instead increase the DC to track the group by one half (round down) his ranger level.
Weather eye: the ranger may make a Wilderness Lore check (1 minute; DC 25) to accurately predict the weather for the next 24 hours. The ranger must be outdoors to make this prediction.
Wilderness Stealth: If the ranger has 5 or more ranks in Wilderness Lore, he gains a +2 Synergy bonus to all Hide and Move Silently checks in a natural setting.
Words of the enemy: The ranger becomes fluent in any 3 automatic languages spoken by creatures of his Favored Enemies type. For example, a ranger with Elementals as favored enemies could learn any three of the elemental languages with this ability. This ability may be taken multiple times. Each time the ranger selects three new languages spoken by his Favored Enemies.
BAB - High
Fort - High
Ref - Low
Will - Low
Lvl - Special
1 – Favored Enemies +1, Track, Woodsman
2 – Ambusher +1
3 – Woodcraft
4 – Favored Enemies +2
5 – Woodcraft
6 – Ambusher +2
7 – Woodcraft
8 – Favored Enemies +3
9 – Woodcraft
10 – Ambusher +3
11 – Woodcraft
12 – Favored Enemies +4
13 – Woodcraft
14 – Ambusher +4
15 – Woodcraft
16 – Favored Enemies +5
17 – Woodcraft
18 – Ambusher +5
19 – Woodcraft
20 – Favored Enemies +6