So I've read all the comments from above, and to be fair while giving 2 reach to a lot of units will save the "row flavor" it will just make reach 1 cards more unplayable, imagine a meta with only 2 reach units, "supposedly" that happened Last say will be even more prevalent and reach 1 cards will be the same because of how reach 2 works. For example, the best reach 2 cards were very abusive in the early stages I mean the SK ships, did you see any reach 1 cards to answer them? ST skirmishers and that's it... So the point you are making while it has its weight for some cards (ships being the best example) it really was bringing down a lot of cards especially for reach 1 cards.
And to get to your solution: you said more reach 2 will make reach 1 matter more, however, imagine a world where both players are having reach 2 cards ONLY because of how common will reach 2 be, one of the players will always play on the melee so he can reach the ranged row, and you are forced to row stack because your ranged row now doesn't matter, and that's the twist, reach 2 is played on melee for deploy or engine, and the answer wouldn't be a "reach 1 card" but another reach 2 card played on the ranged row. So reach doesn't matter especially for engine based cards, the ship moved to ranged row still got the value it was supposed to. I see how reach was contributing to the game, at the same time it was not relevant enough to be a game-changing mechanic, row restriction, however, is hard to deal with and your engine cards that are row restricted will have a hard time if they are moved around. Also, damage cards being row restricted will stop that row stacking non-sense and moving units will matter once more.
All in all, this is a welcome change especially that Gwent since HC is with only 2 rows, reach would have much MORE meaning and impact if we had 3 rows but that's the reality we live in. Interesting topic to think about shout out to the OP.
And to get to your solution: you said more reach 2 will make reach 1 matter more, however, imagine a world where both players are having reach 2 cards ONLY because of how common will reach 2 be, one of the players will always play on the melee so he can reach the ranged row, and you are forced to row stack because your ranged row now doesn't matter, and that's the twist, reach 2 is played on melee for deploy or engine, and the answer wouldn't be a "reach 1 card" but another reach 2 card played on the ranged row. So reach doesn't matter especially for engine based cards, the ship moved to ranged row still got the value it was supposed to. I see how reach was contributing to the game, at the same time it was not relevant enough to be a game-changing mechanic, row restriction, however, is hard to deal with and your engine cards that are row restricted will have a hard time if they are moved around. Also, damage cards being row restricted will stop that row stacking non-sense and moving units will matter once more.
All in all, this is a welcome change especially that Gwent since HC is with only 2 rows, reach would have much MORE meaning and impact if we had 3 rows but that's the reality we live in. Interesting topic to think about shout out to the OP.