I think, as others are pointing out, that you really need to take a long, serious look at your core concept, and decide what the foundations are supposed to be. What is a ranger supposed to do? What are they supposed to be good at? Take those things, and then make your class the best at that, within reason. The rogue should be the best at sneaking in to places & bypassing the security, knowing the right place to slip their blade to catch their opponent unaware rather than marching in being a tank, and often, being a jack-of-all-trades (though master of none) with just the right tools for just about any task. The Fighter should, well, be the best at fighting. Being a warrior, a master of arms, combat tactics and strategies, and being damn tough. The Barbarian should be a berserker whose wild, unpredictable combat prowess comes from an uncanny reserve of strength and power unrelated to training half your life with blade, bow, and shield as the Fighter does.
The real problem is that these are all my preconceived notions of what the classes should be. So, if I were doing a rewrite of those classes, those are the qualities I would focus on. I wouldn't give the Fighter the same Rage ability I'd give the Barbarian. I wouldn't give the Barbarian the same benefits and capabilities with weapons and armor that I'd give the Fighter. And so on. If the Barbarian is different enough in concept from the Fighter, I wouldn't make them two parts of the same whole (such as two paths of the same class). I'd make two classes. Mixing paths is what multiclassing ought to be for, if it were done right.
Figure out what you think the Ranger should be good at. Make it good at those things. Leave the other stuff to the other guys.