I suppose we all need better archers dont we?
I Magic arrows
Simply a spell, cast by a mage which will make all archer's arrows stronger for a limited time.
II Fire arrows
IF the archer is next to a fire, then all his arrows will do extra damage; however they will not be as well aimed, (a combination of smoke and hurry). OPtional: If you fire an arrow upon soemthing flameable (grain, straw, trees, wood et cetera), it catches fire

III Poisoned arrows
Adding poision to your arrows... for increased damage, and perhaps a chance of poisioning the enemy (similar to mummy poision, no need for anything...essagerated)
IV Types of arrows
Different types of arrows, which have different effectivness upon different types of armor.
V A new method to create arrows
Instead of them being dependant on carpentry, start a new skill, FLETCHING which may be dependant, or indipendant on the main archery skill. Fletching would combine branches into arrows (maybe a smith could make special heads are required), and the effectivness of using the materials depends on that skill. For example a n00b may be able to fletch 5 arrows from one branch, whislt an expert 20. WHen special heads are needed (see arrow types), a smith must make them for him, and they must be tied with thread. This allows even new archers to fight, and allows experts to have better weapons.
VI V=ut -at^2
Because of air resistance, an arrow will fly slower the longer it progresses, so the suggestion is simply; if you shoot an arrow 1 space away, you will do X damage, if you shoot it 2 spaces, it will do max X/2 damage.
VII Higher ground
If the archer is on higher ground (one level above the target or he's on mountainous ground) he will do more damage keeping the same accuracy.
VIII Auto-switch
A massive problem with archery is that enemies come quickly towards him , and since everyone pretty much moves at the same speed, the archer has little time to fire. One of the major time wasters is having drag your bow and arrows into your belt, then taking out a sword, killing the enemy and dragging them back again. So the suggestion is having a new compartment, (quiver) in which you place the arrows which are to be used. This leaves a hand free for a small blade (daggers or short-swords only); when the enemy is close enough, the archer will automatically switch to the melee` weapon without the need to drag things around.
IX Stakes
IN RL, rows of archers would create a line of wooden stakes in the ground, in order to prevent enemies (especially cavalry) coming towards them. The suggestion is setting up wooden stakes as an item on the ground (similar to the trap), which would slow down anyone approaching them [no need to damage them]; this would give archers time to fire arrows.
X Reaction speed
Currently, the enemy (NPC) notices you when you are within a few spaces away, and comes towards you; instead I would suggest a change in his AI. He will not notice you unless he has good eyesight (depends on enemy), or you fire at him. When you fire at him, his intellegence (depends on enemy) will be inversly proportional to the delay before he notices what is going on and comes attacking. This would give the archer a small chance.
All these reforms are ineffective on their own, yet together I suppose the would make a major difference.