Some thoughts:
1)
Fletching v. Conjure Bolts: I have always been an advocate for mechanics to have an EN "similar to conjure bolts". I also agree that "conjuring" isn't really in the rogue baileywick, per se, so the "fletching" proposal is good. However, seeing as how arcane archers get a tier one EN for 100% returning arrows, and with some house D favor, you can buy 75% returning ammo, I think it should be 75%/85%/100% - it is, after all, a tier 4 EN. But if you really think 100% is just too much, then OK, make it 95%. If you're going to insist on keeping the first level at 50%, then make it 50%/75%/100%.
2a)
Sharpshooter - Tiers 1 thru 4: I understand why repeating x-bows are only given +1 damage (even though I disagree with it). However, I see no reason why bows and thrown weapons are not grouped with non-repeating x-bows. If you're going to include bows and thrown, then group them with non-repeaters and give them +2 damage, as well. i.e. let all of the (1) shot per round ranged weapons have +2 damage. Doing the math, repeaters would be +7/+7 (hit/damage) and all other thrown weapons +7/+14 (assuming all four tiers are taken).
2b)
Sharpshooter - Teir 5: Same argument - if you're going to include bows and thrown, increase their damage to be +6.
3)
Mechanical Reloader: Yeah, kind of hard to attach a mechanical reloader to a bow. It's OK as is.
4)
Sniper: Again, why are bows and thrown only given 1 extra SA die and non-repeating x-bows 2? And why are only non-repeating x-bows given +1[w]? Are you saying you can snipe better with a non-repeating x-bow than you can a bow? Want to leave thrown out? Fine (I don't really see 'thrown' weapons as sniper weapons anyway). But bows should also be given the +2 SA dice and the +1[w]. If you want to give non-repeating x-bows that "something extra", then give them +1.5[w]. I would actually be OK with leaving out bows and thrown altogether.
5) In the original beta for the new EN mechanic "tree", there was a "fast disable" EN. What happened to that? I really liked that idea.