Throwing Buff Ideas
1. Combine Slings into Throwing. I say this especially because there aren't more powerful sorts of slings for mid or late game and blowguns are already part of throwing despite being a far more different action than slings vs. throwing is. An argument to combine Bows and Crossbows could also easily be made.
2. Either:
(a) Throw anything (within reason) and stack similar. What can be effectively thrown as a weapon varies with the STR stat and the Throwing Skill. This effectively means at higher levels one could hurl a broadaxe effectively. Stacking similar helps with practice of gathering weaker weapons to use for throwing; it would allow unidentified weapons to stack like throwing-only weapons (so 10 mundane daggers collected to use as throwing weapons would take up one inventory slot instead of 10). Non-weapons simply do damage based on weight when thrown this way. Everything would have a mulch chance relative to throw skill.
OR
(b) Restrict to throwing specific weapons (to prevent the behavior of stashing mundane daggers and spears to throw); but greatly increase the variety of throwing weapons available. This could potentially give ranged combat the flavor and game stage evolution that melee has. It's notable that not only throwing, but also Bows and Crossbows lack much variety of basic mundane (pre-enchantment) stats. Regular Hand Axes, Daggers etc. would revert to 'throwing awkwardly' because they aren't properly balanced to be thrown. Both the delay and damage may vary as well as some of the larger throwing weapons (like throwing hammers) disallowing Shield use. Short list of ideas for new named throw weapons:
Kunai
Shuriken
Hunga Munga
Boomerang
Discus
Throwing Hammer [Mjolnir (Thor's Hammer) was supposedly a throwing weapon afterall.]
Tomahawk [Throwing Axe]
3. More branded/unique throwing weapons. Aforementioned Mjolnir, spawning as a nonRandArt with +5,+3 and Electrocution could be interesting. Noteably it could probably be used only once per battle, but it'd make a single heavy hit when it does. Artifact throwing weapons should have a low/non-existent mulch chance.
4. 'Returning II', 'Boomerang' or 'Rebound' brand. [couldn't pick a name] A combination of 'piercing' and 'returning'. Has a chance relative to throwing skill to make a return trip and a chance relative to skill to hit each enemy both ways. Would be a rare brand applied only to throwing weapons with piercing damage type; but potentially extremely useful, with an extremely low mulch chance at high levels of the skill, due to it nearly always returning. [Side note; like melee, throwing should make the piercing, slicing, bludgeoning split.]
5. Charms with as Fire Brand, Freezing Aura, etc. Should now apply brand to thrown weapons even when there is no launcher. New spells intended for throwing/archery and magic combination characters introduced:
Returning Ammunition (Charms/Translocation - 03) - For a period (turn count relative to Charms skill) all unbranded thrown items get a chance (relative to Translocations) to receive the returning brand.
Piercing Force (Hexes/Charms -04) - For a period (turn count relative to Charms skill) all unbranded thrown items get a chance (relative to Hexes) to receive the piercing brand.
Boomerang Blade (Hexes/Charms/Translocation 06) - For a period (turn count relative to Charms skill) all unbranded thrown items get a chance (relative to lowest of Translocations/Hexes) to receive the 'Returning II' brand.
[There could be more; including some towards making them explode; but I thought that was pushing too much into normal magic; these are my primary ideas that would be only useful for ranged.] A bow/arrow or javelins Skald spawn would make sense to display the mechanics change.
6. Apply brands to Throwing Nets. Steel throwing nets fray more slowly. Flame-branded nets cause small fire elemental damage until broken free of. Electrocution branded have a chance to stun and hold the target longer. Etc.