The suggested change to archery makes it a higher-risk strategy, without providing any sort of reward. If you want archery to be a viable playstyle choice, that isn't the way to go.
I'd suggest a mechanic that pits Archery Strength vs. Archery Defence when a hit is registered. If the Archery Strength of the shooter is greater than the Archery Defence of the target, a bonus is applied. That bonus could take the form of increased damage, a high percentage of grievous damage, or ignoring some percentage of a target's armor.
Archery Strength could be calculated as Bow Dmg + sqrt((STR + PERC)/2), while Archery Defence could be calculated as sqrt((AGI + PERC + STEALTH)/3). Attacker and defender would both be making use of one of the primary combat stats, allowing for it to be relatively balanced over the life of the server. Stealth might actually gain a little bit of purpose.
However, if you intend to add climbable archery towers as part of an OCO rollout with this new world, then an archery debuff is entirely reasonable, because fuck those Elvish motherfuckers for hiding behind their walls, untouchable.