Thank you again for the report. It's fixed now on branch master. I couldn't reproduce it, because I never use the 'e' command available when the game shows me the description of an item (the noun-verb command). Instead I use the standalone 'e' command and only then pick the item to equip, changing display modes as needed (this is the verb-noun command).
BTW, you probably noticed that your henchmen (non-leaders) sometimes move items from equipment to pack, etc. Would you perhaps prefer to reserve such item management for yourself and only allow them to autonomously pick up items? Or perhaps you'd prefer to only pick up items with your leader? If the former, I'd need to separate the picking up skill from the current item management skill, so this is post-0.5. The latter can already be accomplished by changing fskillsOther of playerHero.
Another thing: I just remembered that the ranged damage bonus (AddHurtRange) aspect only applies to the item in question, not to other items. The aspect comes into play only when the item is used as a missile. The logic is that when the missile hits, bonuses are calculated as if the missile actor hit the target actor in melee. The only tweak is that, instead of the melee damage bonus, the ranged damage bonus is taken into account. In the future, when missiles comprise of many parts, the bonuses of all the parts will naturally be taken into account, since all the parts are carried by the missile actor.
That's different than for AddHurtMelee and AddArmor*, which are summed over all items of the original actor, as can be seen in the ! screen. That's intentional, only the bonuses on the ammo and perhaps on the launcher should affect the ranged damage, which otherwise easily gets overpowered and also induces equipment micromanagement when switching from ranged to melee combat and back again. (That's also how, e.g., Angband does it.) I wonder how to prevent confusion both in the UI, the player guide and in the content code naming. Perhaps when launchers are added to the game this will settle down and become clearer, but I'm open to suggestions already.
So, items that add AddHurtRange are useless in equipment, they can as well be kept in the pack and thrown when appropriate.
This is also why I have huge AddHurtRange maluses on the melee weapons in LH --- this prevents their use as super-ammo (they have large damage dice and they are durable, unlike normal ammo). And, OTOH, this doesn't affect other items, so keeping them in equipment doesn't make other ammo weaker.