Mjarr: I have build standard battle mechanics to represent average tactics used in the 18.century. And while many people think it was era of very short ranges, where units fired at each other from few meters, opposite is true. Short range salvos were quite rare, and most of the musketry engagements did happened at maximum ranges, or even above maximum range, which resulted in complete waste of powder..
Its quite funny btw, because people put together two contradicting things - short range musketry and inaccuracy, thing is, short range salvos were quite effective, problem was morale of the unit - soldiers refused to walk close and being shot at by enemy for long.. So most of the time, they routed, or just delivered salvos from distance. 160 yards was average distance at which units engaged each other, and at that distance effect of musket fire was not that high, and was decreasing with every salvo due to disorder,misfires and smoke.
If i made muskets having longer range, i would have to decrease accuracy more, because accuracy beyond 200 yards was very bad, and this would make AI even worse. Only way would be to go with different scale, like for example 3:1, but that would also increase range to artillery, which will reduce differences between light and heavy guns considerably (right now heavy guns have good range advantage(450-500), are more accurate, but have slow rate of fire, while light guns are short ranged (300-350), less accurate,but about 1.5-2x higher rate of fire. With 3:1 scale 12pdr would have to have range 600, while 6pdr would have 400, and while that doesn't sounds bad on paper, it makes things problematic due to short battle maps.. range 600 means heavy artillery can fire across the whole map, and will result in very passive AI.