Lol... no way
"Mortar" - Exclusively anti-ranged, melee doesn't even get hit by it.
"Missile Dampening" - Exclusively anti-ranged, doesn't even effect melee.
"Vortex" - Exclusively anti-ranged, doesn't even effect melee
"Fast" - Anti-kiting, if you're not kiting their run speed increase is null.
"Waller" - Anti-kiting and most directly screws with ranged classes and glass canons.
"Jailor" - Anti-kiting and shouldn't even effect someone in melee range as it simply immobilizes you.
"Teleporter" - Anti-kiting and doesn't even effect someone already in melee range
Knockback, Thorns, Nightmarish, and Vampiric are really the only ones that fuck with melee more than ranged. Molten maybe if you don't run after you kill the mob.
Mortar can hit melee if enemies aren't bunched up, though this is an issue ranged deal with too. Waller sucks with Arcane Enchanted, Plagued, Desecration, etc. hard and this applies to Jailer as well. Teleport is annoying but that's more from a group perspective.
Also, Molten can hit you while meleeing so it's not just the explosion. The damage on the damage abilities are intense and there's a wall that gear hits on keeping you alive through it. Generally speaking, only Missile Dampening of those you listed is god awful for a ranged class.
For the record, I have a Monk and DH :x
Edit: Also, Invulnerable is bullshit for everyone and, as a Monk, I hate Shielding as it stops my Spirit generation which means I die :x
And does the weapon speed also dictate how fast you cast spells? If so, all DPS being equal, wouldn't a caster want a slower, harder hitting weapon to save on mana?
Cast speed is linked to your Attack Speed.
Hmm, maybe ill give this a try... I haven't had much issue with death so far going into act 3 though so I haven't really seen this viewpoint before. Ive been using serenity + the first rune, and i rarely have to heal beyond that.
To be fair, Normal and Nightmare are practically /afk to victory.