With the same reasoning paladins and rangers are just fighters and/or clerics.
For the most part, they can be emulated by those two classes and multiclass combinations thereof.
That's why I gave them both a huge makeover in my revision:
Paladins Champions are nowhere near as proficient with weapons and armor as fighters are. However, they have supernaturally strong belief that fuels their abilities. This is not belief in the divine (though many champions are likely religious and think their abilities come from their deities); instead, it is the sort of primal belief that
shapes planes and gives birth to gods. Each champion's belief system is a combination of two causes, and those two causes are the basis for his abilities: passive abilities (auras) and active abilities (pledges, smites, and surges). Champions do not pray or meditate for their abilities; their abilities are always active unless they consciously suppress them.
Rangers are likewise not masters of weaponry or armor; they favor speed and stealth over plate mail. Their advantage in combat comes from
tracking (which gives them bonuses against tracked creatures), terrain knowledge (which provides various bonuses and special maneuvers), and the element of surprise (see 3.5 Scout). Unlike fighters, who mostly train to hone their own skills, rangers spend a lot of time observing other creatures and thus learn valuable combat insights from their behavior. For instance, a ranger who survives a fight against giants may gain a bonus to AC against larger creatures, while a ranger who survives a fight against kobolds may choose to gain a reroll on his reflex saves against traps.