Firstly the commando absolutely does NOT need to deal more damage. This thing absolutely melts when you get used to it.
But I think the accusation that it only works well medium range is accurate. It definitely prefers to be hip fired. The recoil makes it hard to use up close and in scope.
It seems like a fundamental flaw with how the sandbox has been designed though. The UNSC weapons seem to function from close to far in the following order: sidekick>AR>commando>BR. And that seems by design.
This creates a sort of rock paper scissors type balance, where having the correct gun out at the correct time can often trump shooting skill. I think to the detriment of the game.
And the weapons that cover the most ranges (AR and BR) are the easiest to use, which further weakens the game from a skill perspective. It makes the easier guns the obvious choices because they have less drawbacks, instead of the ease of use being countered by drawbacks.
Personally, I think this is the wrong design philosophy for Halo. It makes more sense in a game like COD where players design their loadouts from the start, so players are essentially chosing what range to excel in and what the drawbacks of their build are. But in Halo: because everyone has potential access to all the guns on a map at once–especially uncontested power weapons–this rock paper scissors balance flattens the game.
My solution involves precision starts that are flexible in multiple ranges but more difficult to master, so a good player off spawn isn’t trumped by choosing the wrong weapon or being left out from competing in certain ranges. Rather they are capable of winning the engagement because of the jack of all trades weapon they spawn with. Obviously certain weapons will still have their niche, but at least the loadout weapon isn’t contained to a specific niche.
Ultimately that leaves the commando fine as is for a map pickup. The problem is the AR is too easy and effective, and the Sidekick is too difficult and restrictive. If the AR was slightly shorter range and did slightly less damage, and the Sidekick was less spammy and had a slightly deeper clip the combination would at least reflect some amount of a jack of all trades/master of none type utility.
In ranked or at least in HCS BR starts are likely but the weapon fires too slowly and is too easily master to properly fill the loadout role. So I would adjust accordingly.
Ultimately though I think the commando is in a pretty good place for how quickly it is capable of killing and the range it provides.