To add to the shooting vs. melee vs. teleport discussion, I personally think that teleporting is much more powerful than shooting overall. Case in point, people say that Starborne is competitive and Coalesced is not almost entirely due to the teleporting. (Yes, I know that summoning is also better than the absolutely terrible terrain rules, but it's always been the teleporting that people rely on to win games) Whenever an army has an option to teleport, it's almost always considered the top strategy unless the army has something just that much better (stormcast deepstriking, great green hand of Gork, Idoneth Soulscryer, DoK teleport battalion, Tzeentch, etc.). It's the same for movement in general. People tend to take subfactions that give you more speed over other choices (Gorefist for Orks and Goretide for Khorne are good examples). Fangs of Sotek is considered our best constellation because it has all of the above. Teleporting, shooting, extra movement, and a CP for a chance at even more movement when you get charged.
Before all the newest round of new battletomes, armies with a lot of shooting weren't always also fast on top of it. Melee armies were either really fast so you couldn't shoot them apart before they got to you (Ironjawz, DoK, Slaanesh, IDK), or they were just so tanky that it you couldn't kill them before they got to you even with a couple rounds of shooting (Nurgle, Bonereapers).
The way I see it is that so many armies have good shooting combined with speed and maneuverability that it's making armies without that combination look much weaker in comparison. One of the biggest reasons shooting ends up being better than melee most of the time is the fact that you get two phases of damage per turn instead of one.
For example, turn 1 you go first. Your shooting unit gets to shoot, charge, and fight that turn. Your opponent gets to hit back with what I'm assuming is a melee unit for this example. Then, unless they throw other units into the combat or retreat, they get to fight you in melee on their turn, and you also get to hit back. On turn 2, assuming both units are still alive and no double-turn, you get to shoot and fight again, and they get to fight back if they haven't been wiped out by now. That's five phases of damage for you, and only three for them. But realistically it's probably only two phases of damage for them because you probably wiped their unit after your second round of shooting and melee.
So yes, I would like to see less reliance on teleporting and shooting, but that's just the way GW wants their games to be played right now, with the focus on objective points instead of actually fighting your opponent. So how would I tone it down? I guess I would say that not being able to shoot while in combat would be a huge nerf to shooting and would make it so that you actually had to keep your melee units forward instead of always running your ranged units up first. If that was deemed to harsh, and it very well might be, then adding a penalty to hit for shooting after movement and/or when in combat would also make sense. That way tagging a ranged unit in combat would actually hamper it's effectiveness rather than just bring all the focus fire down on the unit that attacked them. Or you could make shields more effective against shooting and have shields add an additional +1 to saves vs. ranged attacks.