Damn you're bad at being a Rogue player. Real rogue players spend that bonus action to be at least 50' away where they can fail to qualify for a sneak attack then suck up a -2 penality the shoot through an ally.
Also they're to far away to support the fighter or split the damage up reducing incoming damage.
Gotta snipe for that 1d6+3 or 4 damage and avoid taking any damage whatsoever!!!.
Additionally you can run away and survive if it's a TPK as a bonus action.
Mistwell bad@rogueing.
In most cases, I usually dump constitution with a Rogue, so I do usually try to stay out of harms way using my bonus actions to get cover, hide or otherwise make attacks on me difficult. The fighter can make another character like the wizard share his damage ... or isn't that what clerics and paladins are supposed to do anyway?
By boosting the other stats I have decent saves across most of the things other than attacks that will target me and a good athletics, usually with expertise, to get out of tough situations where I am cornered. Since constitution is the only ability with no corresponding skill, this also makes me better across more skills with a lot of them having proficiency to boot. If I give up a couple DPR that is ok.
In the last fight I had with a Rogue the enemy took the Ranger, the Paladin and the Fighter all to zero and I escaped untouched. My contribution to the fight was: 1. starting it by failing an intimidation check. 2. doing 10 points of damage over five rounds and 3. foregoing two attacks to stabilize the Ranger during the fight which kept him from dying. In my defense I got generally bad rolls, and only our warlock actually did more damage than I did (although he did a lot more).
The biggest problem I have found with steady aim and sniping is what you allude to here - if you use it on a ranged attack you are often getting a -2 or -5 to hit (although you do get advantage). That doesn't mean it is never useful though, nor that it is less useful than a different attack you might do without advantage.
You can absolutely run away and survive if it is going to be a TPK. I've done that once total in 5e. I don't understand what that sarcastic comment is even supposed to be about. Do you not think that is a HUGE advantage to being a Rogue? If the battle is clearly going to be lost what kind of character stays to the bitter end? Maybe that Lawful Good Paladin, but most characters being role played right should flee. The rogue is just a lot better at it.