The range ruler thing is weird to me. Especially because even a small ship could angle incorrectly and jump from long range to short on that scale.
I think that's the point. That is going to be where the skill comes in with this game, especially as Rebels, is keeping the opponent at medium range but out of close range.
Considering how limited the movement is (it isn't like X-Wing where you can change speed on a whim), this really limits the effectiveness of ships with primarily blue dice. If it is split up into 5ths, with only 1/5th in the middle being range 2, it will be nearly impossible for ships to intentionally be at that range.
Don't forget that Blue dice don't just fire at medium range, but short range also, and it is just about as much about the dice faces/results/odds as the range factor.
A ship with blues and no blacks will want to remain in range 2 when going after anything with black dice. I have not looked at the various models for these kinds of match ups, but the shortened range 2 really gives black dice an extra oomph.
Then again, shooting seems more of an opportunity thing in this game since you move after you shoot. Takes extra planning and anticipation to line up a shot. That added difficulty will mean most shots are taken because they can be, not because they were planned to be taken.