You forget something very important, blizzard has 5.5 range and the archers are not even close to be in range to fire back after being hit by it. And ranged troops like arbs will then finish the job before the archers are even close before getting in range. You archers will move even slower than you can imagine after a blizzard, nice that they survived the blizzard, their speed is reduced to almost zero at that moment and you can be fortunate if they can shoot even one single arrow before being taken out. I don’t see any wisdom in putting (boosted) archers in defense, it’s a total waste of morale, other troops suit better in there.
My arbs with range close to 6.5 will be even out of range of a blizzard before they can be hit. They deal massive damage to your hero before he is even able to use a spell.
So let’s talk about offense. In fact arbs will be able to beat full storm cannon bases, while archers bite the dust against any range troop at adjacent lane. The max range of archers is that low, that any other ranged troop can and will (range 5.5, frosters for example) take them out at any choke point without them being able to hit the defensive troops a single time.
To make it even more interesting for you, I have faced arbs that survived my maxed plus forged (14 times at the moment!) blizzard, you only need to forge health enough and belong to a team with enough fiefdoms. If you have many pearls to spend, go ahead and forge archers, otherwise I would put my pearls on arbs.
Sure, you can solve some problems with spells, but unfortunately for you the archers will not be always near the hero. A lot of bases have a lot of chockpoint areas with adjacent lanes. And for archers without troops or hero that protect them it means end of raid. And that is what you need, to protect and heal the archers at any cost, get them in range and do their damage. You will need shield plus heal (monks or heal spell) to get them to the gate. worst thing is that they activate mass destruction towers before even being close. just make an u-turn, add some LT in there, with multiple skull towers on opposite side guarded by a snake tower. Hero can’t reflect all incoming bombs for sure and he can’t take out all skull towers.
What will follow is that your archers are stunned by LT and hit by skull towers. It means bye archers. Arbs on the contrary outshout both LT and skull towers. So no goodbye raid.
When you face defenses with only non ranged troops, archers can be a wise choice, but even then you also don’t need the extra range. Like you said, it’s smarter to let archers survive longer by forging their health. Archers need extra health to have a chance to survive anything shooting at them, including the hero. Arbs don’t need that health, since they can shoot from far out of range of spells and other troops.