Hear me out.
In every other mmo the mana bars purpose was to limit the casting of spells, so you had to manage mana. Apart from heavy/light attacks, spells are on big cooldowns. You can’t spam them, so all you’re limiting is the ‘auto attack’.
Melee/bow/musket has no cost on doing anything, you don’t use stamina for anything, Resources for musket and bow are in stacks of 500 or infinite in game modes. The cooldowns are comparable to magic weapons.
It’s that range/aoe trade off, but only when applied to magic it seems. Melee/bow etc don’t have to worry about any resource management. It’s not like magic spells do more damage/have better cc or more range.
Then you will say ‘well you can replenish mana with a single pot’. Yes you can, but 50 percent of abilities perks revolve around ways to replenish mana, which is just pointless. It makes most of the trees pointless.
Melee/bow/musket trees have stamina regen. The only purpose for which is dodging. Yet magic has no forms for stam regen, but is the class which probably has to dodge the most.
I don’t understand anything about how this balance was worked out in this game. You have 100’s of other mmos/ mobas to look at and see why range/magic and melee have various checks and balances in place.