I have a pretty neat Vindi that I originally made for doing Incursions. I modified it a bit to run missions with friends (one providing shield logi support). Its max range is about 30km with 3 TEs. Now I'll likely use those low slots for armor tanking and put 3 TCs in the mids to keep the range somewhat useful.
...or I'll leave it in the station to spin. Such is life.
EDIT: I'm honestly not sure about the projectile situation because I live in my highsec bubble and don't tend to notice these things. I can't imagine ever really having much opportunity, however, to close within spitting range (which is about what you get with blasters + antimatter) without my tank being stripped away first. So, to get a decent engagement range, let's say I change ammo type on my blasters. Then I can get better dps with much better range just using rails + antimatter, so why use the blasters at all? It confuses me that there's a weapon system that pretty much needs the TEs, as is, in order to have any reasonable engagement range, yet those weapons aren't getting a buff to compensate for this nerf--a nerf being handed down because it makes yet another weapon OP.