This was a great subject for tweaking that can radically affect pvp.
It is also worth noting we can open other parameters for debate, ie speed % decrease and range parameters of both.
Keeping those constant for this discussion: short range with no LOS, and long with.
It seems counter to what it should be.
Short range should enforce LOS to expose lil' demob bots for a split second to their target, so that they can't always rely on cover or tricky terrain to provide cover until the assaulting squad catches up with the trapped target.
Long range is increasingly difficult to cast a LOS weapon over as there is increasing chance of obstacle or terrain differential to block it (effectively making longer ranges useless in most cases). As I see it, it would make more sense for long range to work over its range, without LOS, to slow an escaping fleet or a kiting long range fleet. As a fast long range fleet would have no counter, other than a long range demob, to pull them into a shorter range conflict or otherwise prevent escape for all.
In general the principle I propose here is: if they are far, make it easier to bring them close; if they are close, make it easier to get distance.
Thus short range should have more exposure (think lights buzzing around a heavy with an approaching squad with dps).
And long range should counter a squad with superior range or speed to force more engagements.