One primary fix to movement would be to disregard the leader movement bonuses during tactical combat. It makes sense that these work on a strategic level, but they ruin the balance of tactical combat.
I agree, and other bonuses should not stack. I disagree in more general terms with separating tactical and strategic movement. They should be the same, but strategic-specific traits should not affect tactical movement.
You either can go for a closed turn iniative system, like I suggested before: https://forums.elementalgame.com/417270
This ensures that each unit will move one time per turn.
The problem is initiative and movement. There is no reason that initiative should allow multiple moves.
I think the solution I suggested resolves this. If taking your full moves costs any unit a fixed amount of time, regardless of initiative, essentially no one moves more than they should.
Simplest solution: archers cannot move and fire in the same turn.
I strongly disagree with specific rules depending on a certain weapon choice. These kind of solutions are arbitrary and not intuitive. The same rules should apply to all units. Period. Once you start goofing with the simplicity of the system, it gets ugly.
As I suggested, if attacks cost a fixed amount modified by initiative, you could give initiative bonuses/minuses to specific weapons to simulate faster/slower attacks and achieve what you are looking for in a slower ranged attack without inserting arbitrary rules. Then if you don't like them, you can mod the weapon stats.
Back to the kiting problem, this should only be a big issue in 1 on 1 fights. Multiple melee units should be able to corner a kiter by spreading out ( _ x _ _ x _ _ x _ ) to maximize the stopping power of their ZoC. Once they have stopped the kiter, they should be able to close in and keep the kiter within 1 space of an ally, limiting his movement to 1. If everyone just chases mindlessly after the nearest enemy, then the kiter wins. You have to pick one target, focus on limiting his movement possibilities and trap him.