yeah game has no acceloration or deacceloration so with the slow projectile speed you cant predict where the player will be if they are actively attempting to not get hit.
It caps the skill ceiling and is one aspect that makes foot archer unviable.
If they want to make archery a viable gameplay style and content they need to up the arrow velocity so players with higher skill have a possibility to hit moving targets.
In a FPS sense the players move way to fast but you cant slow them down because of how much other game systems and balancing that would affect.
For a easier representation of this you can see how hard it is to aim, and track a spirt when you are trying to zap their kau away. Same situation but its much more watered down for living gameplay.
Other issues they need to adress in time to make archery a viable source of gameplay content and play style is how poorly it scales against opposing gear like steel armor. But right now archeries cost is super low so making it viable against steel is not fair from a cost perspective. Fletching and adjustments to arrows could fix the issue or being super strong against nakes/bad armor but super weak against decent gear to the point its not viable. fletch your own steel arrows to be ok against steel but a ogh arrow would not be too much better then a steel one against steel. but ogh v ogh it would be comparable to steel v steel.
If you fix these two things and maybe adjust stamina then foot archery could be viable option.
If along with these two things you also adjust several mount issues and apply some counters to MAs then MA would be viable in actual fights but nerfed against killing a horse and running away.
Talking about adding more health to mounts, possibly buffing mount armor, and applying a speed penalty to mounts based on how much health they lost.
Or perhaps slowing down players the same way mounts are with armor and equipment weight. Just a thought.