I love the deadly combat too. I'm also quite used to similar gameplay from decades of playing games like The Fantasy Trip, GURPS, and Dominions, where death can come at any time, and gameplay is about tactics and, if you want a good chance to survive, minimizing risk.
It's also spoiled me for the majority of fantasy games, which follow D&D conventions where combat is about having ten times the hit points of your opponent, trading blows which have no effect, no tactics involved, etc. I certainly wouldn't want to nerf arrows to that degree here.
I'd just like the blows to be more like they are for other attacks in the game - plenty dangerous and potentially deadly, but not deadly almost all the time, with no chance of evasion. Just like it's good that you can get killed unexpectedly by a lucky enemy blow, it's also good that there are a reasonable number of misses and successful evasions and defenses, so that the action is unpredictable.
But as in my examples in my original post, thrown and missile attacks are just currently extemely out of line. As I illustrated, a totally untrained human throwing random soft non-weapon crap, is more deadly than a trained warrior in your face with a serious melee weapon. That's just wrong.
Also, a goblin with a shortbow is not an English longbowman, and even an English longbowman would not always wipe someone out with each arrow. An arrow that hits a shield is almost surely not going to fly through it and the targets armor, etc.
I do like the idea that a super-duper-skilled thrower, and/or someone very strong, could get some good results with random thrown junk, but it should be only for characters with exceptional extreme abilities. And practice throwing rocks at nothing should only advance skill up to a certain low level, like maybe 8. And it shouldn't be "the cloth gloves poke out both his eyes and his throat". Even arrows should almost always only hit at most one organ at a time.