Before you read please leave your pitchforks and torches outside of this post it doesn't promote an intelligent discussion.
TL;DR Ranged is harder due to more mechanics to be dealt with and harder time min maxing while melee stand still most fights or side step to deal with mechanics and lose no real damage due to movement. Ranged being more desirable for the fact that they do more damage on multi target, bad Blizzard design? how can this be fixed.
This topic is obviously always going to be super bias toward the said group you may be in. With that said please try not to be one of "those people" that just come in and bash the other side just because you want to be loyal to your group. Honestly in the past couple teirs most of the mechanics for most fights have a heavy responsibility on ranged and make it harder to min max damage, compared to melee having to side step most of their melee specific or even unified mechanics.
Now I'm not saying "OMG ranged mechanics are 10x harder than melee", I'm just trying to see if people agree that it is indeed harder to min max most ranged classes that can't do their whole proper rotation on the move as compared to melee whom can and deal with a fraction of the mechanics ranged do. The argument i know will come in saying "Well most raids have heavier ranged than melee". Yes this is true for 2 reasons off the top of my head, A: You want more ranged to trivialize certain mechanics for the raid as a whole or B: Ranged simply do more damage to multi target fights which seem to be the flavor for most of these teirs. This doesn't make them easier to play so they are more desirable its just bad design by blizzard.
Tell me what you guys think how can blizzard fix this issue and what are you opinions obviously I'm not 100% right on everything stated and I'm not claiming to be just interested in the subject.
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Here is my point of view on fights in the current teir on heroic for every single fight, keep that in mind most normal mechanics are easy for both melee and ranged. For the most part I'm not really talking about warlocks or hunters since they can do their full rotation on the move with small repercussions.
I can't stress enough this is more about DPS loss for both classes and difficulty trying to deal with certain mechanics while pulling good numbers this isn't about which mechanics are harder because in reality none are hard if you focus solely on dodging them or doing them properly a lot more comes into play than just the mechanics.
Jin'rokh - This fight is pretty straight forward both have to deal with the same mechanics. Focused lightning can be arguably more annoying for melee, but most of them have moves like heroic leap, shadowstep, or sprint to minimize time off boss while hard casting classes have much more of an issue IMO.
Horridon - Ranged need to deal with a pink dino constantly coming at them which can be a huge hindrance for classes which have to hard cast into it. Sand traps and poison puddles etc aren't a huge deal here for melee IMO since tanks should be positioning the mobs away from them which melee lose very minimal damage granted they can play on a decent skill level.
Council - Council in it's current state for our guild we kill Sul so fast there are really no mechanics that really keep people from DPSing aside from adds which melee don't "need" to swap to granted your ranged do the fight right.
Tortos - The turtle knock ups are very annoying for ranged as even as a warlock if you are casting with KJ cunning it will interrupt the cast, while melee stand there and tunnel the boss for the most part while aoeing adds if it's needed.
Megaera - For the most part melee tunnel this boss aside from having to strafe over to drop a cinder (I think they can get it) for it to get dispelled they in turn ignore adds and Ice lines.
Ji-Kun - Both sides have just as much responsibility can be given to either melee or ranged for the most part.
Durumu - I believe melee and ranged share all the same mechanics here so it's not a huge deal aside from the melee being able to dps on the move while ranged can take a huge DPS loss for moving for that amount of time.
Primordius - Most mechanics are the same I can't remember the name of the spell right now but it's another targeted AoE spell that ranged need to spread for if 2 people stack its either a 1 shot or massive dmg almost resulting in one while chasing the boss and trying to DPS can get annoying. This fight honestly isn't hard for either side.
Animus - Can be a lot of movement for ranged as well as melee for the most part ranged deal with the little adds so melee can be under animus tunneling here avoiding anima font while having 1 rogue cloaking the ring for the tank. Adds can Vary highly depending on what your guild has in terms of raid comp.
Iron Qon - Melee job here is to avoid lines by once again just side stepping depending, our guild has melee stack for the first dog right off the start so melee job here is to pretty much tunnel and side step lines again not hard to deal with. As ranged avoiding lines can be annoying if you have the lightning aids that spreads and the spear spawn on you it's total RNG if you are really close and can't move to avoid spreading the debuff. Results in major DPS loss during dead zone etc.
Twins - Melee for the most part here again tunnel the boss while ranged have to make sure they are in proper position to not stack AoE and be one shot while dodging sleep clouds. Fire one is pretty easy for both just don't stand near a comet to melt it. Easy heroic not a big deal but still has difference between the two
Lei Shen - Crashing thunder I believe it's called in P1 is the only thing melee deal with throughout the fight while most mechanics simply ignore melee even in intermissions. Melee aren't required to get bouncing balls outside of intermission unless its in their range this is a ranged job as well as Ball lightning spreading and making sure to spread for diffusion chain. Also ranged have a bigger run from the whip as it is a cone and grows fairly large as it extends and you still have to spread making it fairly annoying in a tight spot. Oh and you can't forget thunderstruck in P1 and P3 Ranged have to position that well and move quite often in both phases to make sure they don't die from it and spread properly for ball lightnings in p3.
Ra-Den - Ranged deal with balls while melee just need to run out for their 2 vitas for the fight the rest is focused on boss dmg and if necessary add dmg which most the time is their job on this particular fight since ranged are holding procs for balls etc. Easy fight I can't say one is drastically harder but it definitely takes a huge DPS loss if you hold onto procs or CDs for balls as ranged to make it die in time.
I can't think of many fights that really just take a dump on melee and make their life hell in the past 2 teirs granted in the past I will agree melee was very unforgiving. Remember again I'm just comparing the amount of focus ranged need to have vs melee in any given fight and I believe melee have a lot more brain dead fights than ranged these days.