Sorry but that is moving the goal posts to me as the statement was
Which isn't true.
To be clear I'm not advocating, never have, for physical combat weapons to get a hex range boost.
So comparing range band reductions as a measure of accuracy isn't going to fly as there may be other factors in play to explain that.
If that fails I could go for the X-Pulse branch of the family and still prove my point as the Large X-Pulse does more damage and is more accurate than a standard Large Laser but still has the same range. Sure it pays for it with more mass and heat but a Hatchet requires paying for it's increased damage with mass and critical slots.
All I'm advocating for is you get a return on investment that frankly is not there if punches and kicks do not have their damage reduced and modifiers adjusted as there is no mass trade off for them. With my proposal they are still inferior to ranged weapons simply because of the range part granting them more utility and more potential return on investment and punches and kicks still retain some edge case usefulness as opportunity attacks.
X-pulse is one of the changes I felt was a bad idea along with the other crap from Unbound that made it into MWDA-for exactly that reason; the cost it carries is miniscule and it breaks the basic patterns even worse than Clantech did. (there were actually quite a FEW things suddenly mainstreamed thanks to Wizkids that fit that category-they weren't balanced well before the klikky, and still aren't after it.)
but let's stick to the topic instead of me grognarding, which isn't fun for anyone but me and my arguing partners.
Melee weapons are FINE as they are. In this case, we've got decades of test data we can look at in the form of experience, including a look at what the rules-changes have been with them-they're actually (aside from the Solaris stuff) pretty well developed and balanced as they are. same for physical attacks that are, well...not melee weapons but physical attacks.
Kicks risk tossing you on your ass and damaging yourself, much as DFA does. Punches as they are right now, have a pretty good chance of not landing, and risk (again) self-damage, and you can't punch with arm mounted weapons-and most 'mechs with arms, mount their primary ranged attacks on the arms (It's a very popular place to put those weapons) while the ones who don't, have to cope with narrow arcs of fire.
it's a pretty narrow selection of situations where you're going to have the opportunity to throw, much less land, a physical attack in the first place, and there's a weight/equipment requirement if you want the 'decapitate in a single blow with your fist' ability (TSM, active, on a unit with 55 or more tons mass). as for Melee weapons-they're mostly tonnage sinks and damage sinks to keep arm criticals from nailing something genuinely useful most of the time, or they're 'solaris specials', weapons that are really only useful in an arena to please crowds.
The rules are fine as they are, unless you're min/maxing, in which case, why are you playing Inner Sphere to begin with, there's a whole selection of factions made for minmaxing-the Clans (Which are also really an 'easy mode' for play, having with the whole scientist caste thing, proven they do everything better than the Inner Sphere does, even things they are fluffed as being opposed to doing, CEWS is a much, much, better C3i, even.)
I suppose when the devs decide to give the Clans Melee weapons, they'll have something like a -5 on their numbers and deliver twice the damage of a kick for half the mass and a quarter the crits or something.