1. Combat Styles(which would be mainly TWF and archery, though I'm open to stuff like wildshape), Animal Companion and some extras
2. It can sneak(along with some other skill related hijinks like tracking) and can hit fairly reliably,
3. Big one here:
Without abusing stuff, the ranger can't do much with his hitting, TWF having taken the Power Attack out of his melee sails.
Favored enemy is too inflexible as a bonus damage source, it either works for a passable damage bonus on a handful of creature types, or it adds nothing at all, all campaign long, requiring the DM to adapt encounters around these few enemies or the player to default to picking the statistically most probable foes.
The animal companion, it's a speedbump, bait, portable food supply.
Anemic caster level.
Combat styles aren't very good either, stuff could be added to round out dead levels here.
4.
Damage, 2 things, one is as mentioned above, adding skirmish damage, probably to a lower degree than the scout's
The other is fixing favored enemy to either the mediate for an hour to reallocate(this would also involve higher FE damage, and no skirmish) or replacing it with a modified level check to add a reduced FE bonus for a foe/type of foe for the duration of an encounter.
Bring the pet up to a full powered one.
Caster level, either set it to ranger level or ranger level -4
Combat styles, as mentioned above, more tricks unique to a ranger's combat style to round out dead levels.
And a minor, entirely optional bit to add trapfinding and disable device to their skills to represent their ability with snares and make them a more viable rogue substitute in an outdoor environment.
I'm flexible on most points though, if the alternative works well enough.
EDIT: brainfart ate part of the first item.