Celebrim
Legend
Does anyone have any comments on sling-specific house rules (feat for extra range, and free reload actions)?
I'm fine with them.
As I said before, I do something slightly different. However, mechanically what I do amounts to almost the same thing.
Under my rules, the sling begins with extended range and the ability to use iterative attacks like a bow. However, using one proficiently requires purchasing an Exotic Weapon proficiency. Because the weapon is 'small' you can also use it with a shield. It therefore makes an excellent skirmisher type weapon once you invest in it.
So you get an effective weapon at the cost of a feat.
Under your rules you can use a sling without spending a feat, but its not that great... it's just not great in different ways than under my rules. However, if you spend a feat you get an effective weapon.
Both seem reasonable to me. And its just different details of how you implement the basic idea of 'if you train with this extensively, it gets awesome'.
Personally, I try to avoid 'turret strategies'. If you upgrade ranged weapons too much, you create a situation where if the party invests heavily in ranged attack capability, it never need worry about the tactical situation - it has an answer for everything. For that reason, I'm skeptical about the utility of upgrade missile weapons too much. Missile weapons will frequently have absolute tactical advantages over melee weapons. If they are comparable in other regards, then melee becomes pointless (see virtually all martial combat since the early 19th century).