All concepts to nerf archers to fix kiting are missing the point because they almost inevitably nerfs archers in situations where this isn't intended.
So... what could melee troops do to counter infinite kiting... without making them overpowered in "normal" battles?
I suggest a Charge ability (which differs from legaceez' Charge ability. =P)
This is a passive ability.
Non-ranged units automatically (or often) get this ability.
Every turn the unit is moving but not attacking, it gains 1 charge counter, which is worth 1/2 movement point.
These can add up to very high movement rates.
Units with this abillity always and instantly cast a Snare spell on enemy units that leave their zone of control.
Snare caps a unit's movement allowance to 1 and lasts 1-2 turns. (random duration)
Certain actions of a unit immediately clear all Charge counters:
Attacking / Spell / Ability use.
Not moving for a turn.
This can be the result of enemy action. Paralyse and whatnot...
So there intentionally is a way of "legal" kiting - at the constant expense of magic.
Being next to an enemy unit.
The tile where the unit started it's charge (0 counters) is recorded.
At the end of each turn, the unit must be at least 1,0 tiles farther from this original tile or all counters are lost.
This makes it harder to circle an enemy unit infinitely.
In a normal battle, all of this would have practically no effect. Occasionally a unit might get an extra movement point but that's it.
In a kiting battle, the hapless targets speed up. And speed up. And...
eventually get next to the kiting unit.
Yes, they lose their own Charge counters (being next to an enemy unit) but if the enemy tries to continue kiting (leaving the target's ZOC), it is hit by the autocast Snare.
That's when the fun starts...
On it's own, this would destroy any skirmisher units and/or horse archers.
Therefore, there would have to be a special skirmisher item / bow / quarrel / ability as an alternative to "line" archers:
The unit gains the passive Harrass ability.
It limits the units shots per combat to something like 6-7 total. (has to be very low!)
The unit can fire two shots per round.
On a hit, it clears all Charge counters on the target unit and hits it with a 1-turn duration Snare spell.
As a result, skirmishers can actually be useful to disrupt the enemy formation, distract / redirect attacking units... and survive the experience.
They just can't do this forever, destroying entire (melee) armies single-handedly.
Since skirmishers (kind of a ranger/hunter unit) can very briefly snare targets, they can be useful in addition to line archers.
The archers form a base of fire while the skirmishers harass and delay the enemy, keeping it in the ouch-zone for a longer time.
Against a large army, a tag team of 1 archer + 1 skirmisher will fail because the skirmisher runs out of ammo quickly.
As part of an army, supported by heavy units, both can be useful.