As it stands, combat in EP seems to heavily favor ranged combat over melee. There is the obvious, very large benefit of being able to strike someone far away, but there is also the bonus you get for aiming your shot, the increased damage ranged attacks receive, the bonus for firing from point blank range, the fact that the penalty from firing in melee combat can be negated with a quick action move, the increased benefit of dual wielding compared to melee, etc.
As it stands, there is no mechanical benefit to using melee weapons. So, here are a few ideas I have rolling around for helping to level the playing field somewhat to encourage more diverse characters and combats.
1. Those using a melee weapon, unarmed, or a light ranged weapon--eg, a pistol--receive their full Fray bonus against ranged attacks.
2. Introduce gear that is particularly effective versus ranged weapons. Force fields are a classic. Something like an emp that bounces away metal bullets. Portable cover, like a grenade that explodes into a thick foam wall.
3. Larger weapons have penalties. As it stands, firing a sniper rifle feels like the character is inside a first person shooter moreso than a breathing world. Such a weapon shouldn't be inherently superior for all run and gun tactics. Instead, a weapon like that should inflict some major penalties unless you're using it from at least medium range along with something to steady your aim.
4. Ranged attacks suffer a -30 penalty if the attacker is in melee range. That's good. Ranged attackers can walk away into pointblank range as a quick action, receiving a +10 bonus for point blank range, +10 for reach if the defender is unarmed or using a small weapon, and another +10 for using a smartlink or laser sight. Which means that, IN CLOSE QUARTERS COMBAT, someone with a large, unwieldy rifle is going to have an inherent +30 bonus against someone using a knife or shock gloves. That's terrible. In addition to revamping the modifiers, make melee combat stickier. If someone is in your face, they aren't going to idly sit by while you take ten steps back and fire. Represent this as an opposed test. Moving out of melee range is a quick action, with the person trying to escape rolling Fray/Freerunning vs the others Melee skill. Using something like a rifle inflicts a penalty, and you can gain a bonus if you make it a complex action instead of a quick action. If you fail, you not only don't go anywhere, but you take a free hit from the person you were trying to get away from.