Would it be possible that, instead of a talent to flip one or the other exclusively (melee or ranged), survival’s identity could very well be a mix of both? One of the great joys of playing classic survival (and fond memories of it in vanilla) is having an answer to so many problems that came up and creating opportunities from those problems. I think there could be a two-phase gameplay loop here in the SV spec—depending on the range of an enemy.
To explain how this might work, the first weapon slot (main hand) can be for melee and the second (offhand) for range. There are still two slots there; let’s use them. Counterpart abilities are already being designed so every talent in the class tree can be used already, and this two-style of play could make some really good use of that legwork already being done. For example, Wildfire bomb becomes a more explosive shot at range. If you get the talent to infuse the type of wildfire bombs, it alters both the melee (the bombs) and range (the explosive shot) ability to include those variants. Many of the baseline abilities can be one-to-one, with ability power adjusted for the increased range. The survival spec itself would focus on better defense (dodge, parry, health), mobility (harpoon, faster disengages), and talents centered around expanding the range or melee phase of the gameplay loop that the player favors. Let’s say I favor range. I pick up barrage and explosive shot from the main class tree, and the wildfire bombs and maybe some range single target abilities (serpent sting and a ranged raptor strike, for example). Now I can stay in that range gameplay loop longer before I must dash in, plant a few traps, clip some wings, expose weaknesses, and get back out as those big cooldowns reset. Or mayhap I’m more of a melee-minded ranger, and focus on talents like cleave, traps, bladework, coordinating with the pet, and counterattacks. The range phase becomes more of a way to throw dots (like serpent sting and bleeds) and safely recover (mending bandage, reapply some kind of adrenaline or dodge buff, and exposing melee weaknesses) so that I can stay in their face for as long as possible before I need to disengage to set myself back up for another pass.
For it to work, the abilities have to be fairly equivalent and not change the action bar around—if I cast serpent sting, but they get too close in that split second of hitting the key, the melee equivalent needs to do the same thing as a seamless switch. Keep the only difference to the range factor/trade-off itself and if I have a better range or melee weapon equipped. So maybe not the exact same damage, but the same dot is applied for all intents and purposes. This allows the phase shifts to happen seamlessly and in a non-frustrating way because it is at least partly smoke and mirrors on the mechanical back end.
The two phases could be done by balancing the unique cooldowns (shorter cooldowns for the ones you favor) or offering a buff for the hunter’s preferred phase (ie you can Expose weakness for melee or range in the off-phase to set you up for your main phase). Or maybe by giving the preferred phase abilities extra charges to keep you in that gameplay loop longer. But the key to this suggestion comes down to a duel-phase gameplay loop where we are extending one phase or the other.
I suggest this because that flexible play style has most prominently defined Survival to me in classic (and vanilla way back when) because those original options could make you very difficult to kill with very good DPS sustainability as part of its utility. Granted, it is not something for always-top-of-the-DPS charts type players unless it’s a long fight, but it is very utilitarian that does capitalize on the theme and history of the spec. Even getting somewhat back into the once important role of threat control. As a survival spec, you will be very good at surviving whatever is thrown at you, and you will have many options for achieving that as the spec that can fight at both melee and range fairly well. Might not be able to keep in melee as long as a warrior or rogue, or stay at range as long as an MM or mage—but you can safely be where they can’t. And that is what can make the spec truly special and stand out against all the rest in WoW. And what’s more, after watching the discussions on Serpent Sting and the dev responses, I see that they want to keep survival as having utility first. I think this solution of leaning towards sustained DPS adheres to that notion and can open up other utilities like a return of exposed weaknesses and dancing around the encounter area as you get mobs off squishier party members and back to the tank as battlefield control.