I thought Tao's first fletching revamp had a lot of merit, particularly since it seemed to have been a complete system designed with little outside feedback (I don't mean that as a criticism, more of an observation of the effort and thought put into it).
The revamp included a number of improvements which I thought were incredible, particularly the ability to carry up to 50 stacks of arrows (per quiver!). Essentially, an unlimited supply compared to what rangers had before. The old system limited players to 20(ish?) stacks of arrows, which had to be fletched during the raid (if you did not fletch mid-raid, you could only carry about 10 stacks of arrows).
The introduction of bane damage was also a very cool idea, and an opinion couldn't be formed about this change until rangers had personally fired/fletched many quivers full of arrows.
One nice thing about ammunition supply via tradeskill is that it allows other people to supply ammunition to the ranger in exchange for platinum. If quivers were no drop and a ranger was forced to create all of his own arrows, the incentive to play a ranger would probably drop significantly. I've always had plenty of in-game cash ever since the fletching revamp, so I've always had the option of buying my ammunition from other players. Not all rangers have this option, so I could imagine that the current fletching system is even more burdensome for those players.
Zaela's implementation of autofire was a godsend for rangers. A side effect of autofire is that rangers fire more arrows than we used to. The more arrows a ranger fires, the faster he/she burns through quivers. The faster rangers go through quivers, the more labor a ranger has to expend in order to play the game.
Between the implementation of high capacity quivers and autofire, rangers go through a lot more arrows than we ever used to. Any increase in our haste or bow delay also increases the number of arrows we go through - which means more fletching. Generally, the more often rangers have to fletch or purchase quivers, the more bothersome the system seems. (Using up quivers faster also means carrying more quivers, which is also bothersome).
Tao's most recent revamp seems to exacerbate a number of the mechanical issues with his first fletching revamp, which have all been detailed in this thread.
It seems to me that at this point, endless quiver would be a good solution, along with a revamp of the tradeskill (the proc idea sounds neat, I'd be interested in hearing more about it).
It would be nice if rangers could actually come up with something that we all could agree upon.