Rangers are meant to engage targets from a distance, not to get up and personal with enemies. Giving rangers a skill that allows them to keep away from targets is not fair. That would be like giving melee classes the ability to keep ranged opponents closer (excluding dragoons, who are more practical to use against ranged opponents).
I rate classes like this:
Every class is rated on its armor, health, ranged, melee, and mobility.
Armor= bad +0, decent +1, excellent +2
Health= bad +0, decent +1, excellent +2
Ranged=bad/NA +0, good +1, excellent +2
Melee=bad +0, good +1, excellent +2
Mobility=Bad (I'm not sure if it is possible to have it worse than normal) +0, average +1, excellent +2
If a class has 4 or less, it is in need of some <3
If a class has 5-6 points it is average-good respectively
If a class has 7 or greater, it may need to be toned down
Rangers are Good;
Their armor is decent +1, their health is decent +1, their ranged capabilities are excellent +2, their melee capabilities are good +1(diamond axe and now wolves) and their mobility is average +1(no perks that aid and nothing that hinders) = 6 points on the stepur-PvP-scale
Dragoons are Great;
Their armor is excellent +2, their health is excellent +2, their ranged capabilities are NA +0, their melee capabilities are good +1, and their mobility is excellent +2 = 7 points on the stepur-PvP-scale
Adding a disengage skill would increase a rangers mobility, rangers are not in need of much seeing that they are already a well-off class.
This scale is also to be used generally. I am not going to factor in what happens when certain classes are in certain situations. If you do not want to be caught in a situation where you are face to face with an enemy, take precautionary steps to avoid just that. Shoot and run and shoot, stay hidden so people do not get the jump on you, use your wolf as bait to give you time to get away, etc.
Close-quarters combat is a ranger's weakness, you cannot make it so a class has no weaknesses or else you will end up with an OP class.