It seems too easy. since it only costs one manuever to escape to short range, and the penalty for not leaving engaged range is so huge for ranged attacks, i feel like this is a major failing in the game rules.
I think maybe there should be an athletics check, or some other measure or risk element to make disengaging riskier, instead of the most obvious no brainer.
Alternatively, could there be a maneuver that lets you block the path of some one engaged with the character? An advantage spending option that prevents moving away?
What have other people noticed?