Neutral (Available to all)
Ranged damage presently suffers from power creep and legacy mechanics.
The definition of power creep for those that don't know: Power creep is the gradual unbalancing of a game due to successive releases of new content, in this case if you compare Carnifex hammer throw to Sentinel axe. Realistically, since icewall and shield are usually up all of the time, the advantage goes to the side that has the ability to go through shield, icewall, etc. In this case, the Shadow side wins as all lifer ranged abilities are stopped by shield and our telepathy can be stopped by interference in most group combat scenarios. The only thing we have is archery and none of our classes use it natively. Whereas, the Shadow side has the ability to strip shield from a distance with Sand Slice, has an abundance of individuals using Star Tarot and more native Syssin using archery. Nearly every group fight, lifers are subject to ranged attacks and we have little response. No response at all if it's a lesser and the enemy has interference up. We need the means of REALISTICALLY countering without having to purchase an artifact. Before multi-class, this was not as much of an issue because Paladins could natively use bows and Telepathy was generally exclusive to lifers. However, we now have absolutely zero unique ranged abilities that the other side does not have themselves. Axe and Javelin throw can be done just by having Weaponry Returning, minus the stun granted by the Sentinel's axe.
I'm going to start the post here, but I am currently researching the means of group utility such as forced movement abilities. Discuss as needed.
II.) Forced Movement
Most, if not all group situations result in an event where both groups are in adjacent rooms to one another. In the most common case, one side holds a leyline while the other group is attempted to take it from another room. When two rooms are locked down, it becomes a fight in order to individually pick off individuals from the other side. This chart will list the ranged grabs that each side has before listing the realistic methods of moving an individual.
A.) All Forced Movements
Sentinel Axegrab (Stopped by mass, icewall.)
Luminary Beckon (the common ability that lifers use because of its ability to bypass mass in that it forces regular movement. Stopped by flood, icewall, blocking.)
Shaman Pull (Requires overgrowth in both rooms to go through mass. Is subjected to mass if overgrowth is present only in the Shaman's room. Stopped by icewalls, blocking, Teradrim, shield)
Rite of Convocation (can pull if two rites of convocation are down, strips mass when someone enters in rite of convocation. Destroyed by Cabalists w/Deflect)
Tsunami (requires target room to be flooded. Stopped by icewalls. Mage goes in and does an eject that forces all opponents into random directions unless blocked by icewall.)
Praenomen/Bloodborn Lure (Channeled ability by the vamp. Has a 5-room range if the target has clarity, is nearly area-wide otherwise. Acts as a form of ranged beckon-entangle with no pre-existing conditions. Target is unable to do anything but writhe while being pulled. Writhing from Lure uses eq. Stopped by flood, icewalls, sit, prismatic barrier.)
Sand Slice (I mention this one because it can strip cloak after awhile. Only stopped by Shaman. Teradrim must have sand down in room. Strips shield, goes through barrier. Nothing stops it save having a Shaman.)
Doppleganger Lust (If individual is lusted, they can be summoned away if Lust is not rejected. Lust is a 2 sec rejection time so it can act as a second form of entanglement or disrupt. Stopped by Rite of Banishment, rejecting the person, and monolith.)
Quake (stopped by flood. Does the same as Tsunami. Can be used more easily than Tsunami since part rings can part water adjacently. You can not flood an adjacent room with a flood ring.)
Carnifex Hammer (Mass does not stop it. Requires the Carnifex to go into the room and bat the target into the room they just came from. Only icewalling stops this.)
Syssin Grab (Same restrictions as Sentinel Axegrab. Stopped by block, icewall, mass, etc.)
Telepathy Mind Strip (Will actively strip the defs of the target until cloak can be stripped. Requires mind lock as a pre-existing condition. Stopped by Interference and Shaman Barrier. Cannot be used by lifers if Barrier is up to counter enemy telepath. Inclined to lifers.)
Telepathy Wrench (Requires mind lock and will use it once wrenched regardless of success. Only stopped by monolith. Also stopped by Interference and can't be used if Barrier is up)
Adduction Vibe (stopped by mass, icewall, flood, etc.)
Lycanthrope Serenade (acts as passive version of Luminary beckon. Forced movement. Stopped by flood, icewalls, blocking.)
B.) The realistic forced movement abilities
The reasons why these are the realistic abilities is that individuals having mass up is essentially a given in a group fight scenario. Only the abilities that can force movement or go through mass are viable in a group combat scenario. Shadow has an abundance of these as well as all the mechanics that Spirit has available to them (even beckon just in a passive form).
Block is generally a viable counter to a lot of these, but lifers currently only have two classes that can block: Templar and Syssin to a lesser extent.
Shadow currently has four: Carnifex, Praenomen, Bloodborn, and Syssin.
So yeah, a disparity exists and has existed for some time. It was not as bad before multi-class when Telepathy was generally lifer exclusive and before Refining Interference, but now Telepathy is easily countered and every single mechanic (save Convocation) that we have available to us, the Shadow side has as well.
If I have missed anything, please say so.