You forget that in many of the "Final Fantasy" styled maps, the archer archetype typically has benefits to make up for the lack of pure power and lack of heavy armor (if the armor trend even holds up, many games allow you to equip any armor on any character anyway, meh, w/e). These benefits usually come as some form of increased defense, as those in the backline take less physical damage, party support, or increased resistances. These are balance issues that developers need to consider in order to make each character appealing.
On the other hand, you can always create niche roles for the "archers" on these maps. Think of a boss that you kill in sections, and only the archer can hit the boss's eye, stopping it from casting a terrible spell on your party. The archer in this case isn't necessary, but helps the party by fulfilling a role that the typical warrior can't. Think of things like this as you try to balance your game.
The "Zelda" styled maps is more of a balance between speed and safety. To be honest, the Zelda games themselves are great examples of this. For the vast majority of the enemies, you can pick them off with arrows from a distance. But this takes quite a while, as arrows deal very little damage and if the target is moving, relies on precision timing to get the job done. On the other hand, I can take my sword, hack my way to victory, dodge key attacks. Yes, the room for error is dramatically reduced. Anything thrown your way you'll have less time to react to. But this method is faster. Speed versus safety. If your warrior is "getting punked by area and auto hits", you need to either rethink your approach as a player or consider this weakness as a developer when you're balancing your game.