I know there is already one in the form of resistances, but I was thinking of more obvious tactical differences.
Archery should have a range penalty, magic should not.
Archery should have a risk of friendly fire (or obstacle interaction), magic should not.
Archery should have less of a initiative penalty than magic (this may already be the case).
Magic should do more damage than archery.
I think there should be one more tier in both ranged categories, "arcane archery", bows that require crystal to make, and do both physical and magic damage.
The magic tree should have 3 tiers of equipable primary hand weaponry: wands (+3 init, 3 damage), rods (5 damage), staff (-3 init, 7 damage).
Thoughts to share on a Memorial Day weekend. Do with them what you will.