+1 for bow variety! Poison/acid, poison/stun, explosives and incendiary damage could all be interesting. Given the newly found arrow bug, adding a 1 tile AoE for some of these could be good, to make sure that a hit is a hit. Have the damage drop by 50% per tile and you get something quite harmless but still cool looking.
I'd agree with dropping the accuracy as well, or decreasing the range/increasing the range penalty. It's easy to get really good accuracy with bows and still be able to get multiple shots. Especially with the new rags (awesome armor!) and the stamina regen. My archers are all in rags, start with a quiver in their hand and usually two molotovs (for drones, see below). As soon as they're in a good position, they drop the quiver and start firing. So far 12 arrows has been enough. If it isn't (pogroms, maybe?), they can start looting grenades and tossing those, since enemies often carry some and archers are great throwers.
Unrelated comment:
I just started a new game and although I think separating STR_SECTOID and STR_SECTOID_NONCOM to distinguish the roles is a good idea, they new combat race make for a boring/tedious first encounter. In most fights, all you get are personal armor dudes and flying drones. No academician, no medic, no engineer. So in a sense, no soft or valuable target. Spam molotovs on drones, deal with the armored ones however you can (ie rush to bombs, buy a HMG and a few flamers + melee for breaching UFOs). I've seen a few explorers but they're not all that common either.
It was a lot more fun starting with the wide range of units, where the armored guys would feel like the big threat, instead of the norm, and the soft target tempted you to risk capturing for interrogations. Now I don't bother to stun except for 100% safe explorers. This change, ironically, has made my game a lot safer for the gals.
I also noticed that their weapons selection is quite different. I've got CAWS, LACC and Light Cannons in the first month, but I am yet to see a sniper rifle. The upgrade from hunting to scoped was kind of a early game breakthrough for my gameplay, giving a first "sniper" weapon and I quite enjoyed that. By oppositions, cannons are both stronger and more useless, since it takes a lot longer to be able to get ammo for them.
I think the ideal 1st month of Piratez for me would be a mix of both STR_SECTOID_NONCOM and STR_TRADERS_NONCOM. Maybe a ~2 months long "business as usual" mission that represents shipping standard shipping on the planet. This would allow the starting player to encounter the two main factions of the world and a variety of units. Having lots of varied units is one of the main strength of Piratez, I've "only" seen 2 units on more than one mission so far: drones and osiron. Otherwise, 1 cyberdisc and the gang from a bandit pogrom, once each. I've got a spartan pogrom coming up now and I'm looking forward to it for variety, which isn't quite how it should feel. I used to dread all pogroms.
With traders and academy, you would get the basic building blocks of your early tech, like the Aye-Phone, Leather/metal armor, scoped rifle, and "civilian units" would give some potential for interrogation (the urge to capture and interrogate being another central and cool feature of Piratez). Now, in late February, I still haven't seen a trader and I feel like leather armor would be quite a breakthrough! And there's been no VIP to bag so that whole side of the game is missing. It feels more like "running the gauntlet" and trying to make it through to the fun stuff rather than like before, when the variety of encounters and objectives was overwhelming and fun.
I do know it was intended to change the early game and this might just be a side-effect of other changes (splitting races between normal and non-com), but I thought it was worthy of mention because it feels significantly different.