So my only problem with Rangers really is that I could not build a descent two-weapon fighting build. This is admittedly an annoyance for me because I played a 2 handed ranger in 3.5 that was awesome and have a bit of nostalgia there, but it picked it then because I did and still feel that the two-weapon fighting always was a symbolic ranger thing in side and outside of D&D. INFACT, they still get it as a fighting style in this edition too.
They added some things like Zephyr strike that look like they are for Ranger melee moving in and out of enemies but on further inspection it only works on one attack and can be use with a ranged weapon making it a great spell for an archer to stay at ranged but not really that good in melee since its one strike and concentration.
Hunter's mark is your mult-hit go to spell but that's it and it doesn't scale, rangers don't really get a melee smite or anything that really lets them evoke more damage from multiple attacks, and even giving them booming blade or green flame blade only makes them descent at one weapon fighting.
Absorb Elements - Scales, melee weapons, single attack (multiple attacks allow more chances to trigger, the need to get hit with elemental damage makes it unreliable at best, many elemental casters are immune/resistant to the elemental damage type they cast, and since 2/3 of your attacks are coming from Extra attack, you will usually have triggered before your 3rd swing. This making the times when you can use the spell, have a target it will actually damage, and miss twice but hit the third time negligible. Best to consider it a defense spell for the resistance.)
Ensnaring Strike - Scales, all weapons, single attack (multiple attacks allow more chances to trigger, but the one hit limit + the bonus action casting stops the off hand in the same turn you cast it and with two hits from extra attack your better off focusing on bow or single sword)
Conjure Barrage - Doesn't scale, thrown melee or ammunition, single attack (does not allow bonus action offhand attack because its a spell, but you could use a dagger one handed thrown and be just ass effective as an archer)
Conjure Volley - Basically the same as conjure Barrage but higher level damage and a vertical cylinder instead of a cone. Throw a dagger or an Arrow.
Steel Wind Strike - Doesn't scale, melee weapon, single attack (does not allow bonus action offhand attack because its a spell, but requires 1 melee weapon which one main hand melee weapon fulfils.)
-So the ONLY ranger spells, class, or subclass features that I can find that work with the base class Two-weapon fighting style are:
Hex - per hit +1d6 damage (doesn't scale)
Gloom Stalker -> Umbral sight (lvl 3), invisible to darkvision could mean all 3 attacks at advantage. Not useful during the day or if even one enemy (or your party member) brought a light source.
Gloom Stalker -> Stalker's Furry (lvl 11), three chances to miss makes getting another attempt to hit on miss more likely to trigger. While not adding to damage max, damage reliability is welcome. It also, does not require you to use your reaction.
Monster Hunter -> Slayer's Prey (lvl 3), one target per short rest +1d6 per hit that stacks with hex.
All of this said, unless I missed something, two-weapon fight style for rangers as they are is a bit of "trap choice" where you look at the first 3 levels and think, "a two sword wielding ranger? Awesome!" only to find regret. Is it soo much to ask that they make one subclass for two weapon fighting rangers like previous additions?