All suggestions have already been voiced. Why the new crossbowmen are weaker than the old ones was also described in detail.
Another option is to reduce the alt damage from 2-8 not to 2-6, but to 2-5. And touch nothing else (minimalism).
Added after 14 minutes
so that upon taking damage in melee combat, the units have something to counter with + can retreat, so that on the next turn they have the ability to shoot.
I assure you, I have enough experience in this matter; it's just that you apparently perceive the concept of "balance" in your own way.
1) the armor-piercer ability is too situational
2) the alt damage is too high due to the direct shot
Consequently, the comprehensive solution is:
1) reducing the difference in damage (rather than increasing it)
2) updating the ability (buffing)
3) compensation through other stats (on a residual basis)
In TE, method 1+2 is applied; in RTA, 1+3, where the key is not +20% HP, but the +1 initiative bonus, which counters the alt's low initiative. This is significant in some matchups where shooters with 8 initiative can be countered any way: stun runes, dispersion, fire wall, etc. In this regard, crossbows become significantly less vulnerable than shooters.
In my mod, I balanced the upgrades using 2+3:
- significant buff to the ability (greater power, increased radius up to 4, reduced creature speeds)
- init 9 vs 7 and significantly higher defense
The alt damage was not reduced because it wasn't as insane as in the original.