Seems Legit
Taking a level of rogue (knife master and scout archetypes) and then a level of ranger (trapper and freebooter archetypes) is a legitimate combination. None of the archetype abilities replace other archetype abilities. Obviously, campaigns vary, so confirm the viability and availability with the DM, but this is mechanically sound.
There's Nothing Wrong With It...
But you're trading an extremely valuable class feature in your ranger spells for making traps instead. "But," you say, "I'm not casting spells until 4th level. I don't care." But you might. See, even though you can't cast spells and have no caster level at 1st level, you still have the ranger's spell list. This spell list lets you use magic items with the activation method Spell Trigger (Pathfinder Role-playing Game Core Rulebook 458), so while most 1st-level rangers can use a wand of cure light wounds, for example, you can't, and instead must rely on the Use Magic Device skill or some other method when wands are cheap and simple.
Further, while the game may never publish another trap usable by that archetype again, you can rest assured more ranger spells will be printed--it's a popular class whose origins date back to the hobby's beginning. And you'll never get access to those spells either despite being, at least nominally, a ranger.
Not having spells is huge in Pathfinder because if you're not using magic somehow you're toast, and usually the more you use the better off you are. At low levels, lacking magical access only stings--you won't have a lot of cash anyway and potions are the norm--but at mid- and higher levels when you could've used that wand of freedom of movement (a ranger spell!) to good effect and can't, it hurts a lot more.
Much of the same applies to the favored enemy class feature. Although the extraordinary ability freebooter's bane grants your party a +1 to attack and damage as a move action at 1st level, favored enemy is a +2 to attack and damage and other stuff all the time with no action cost at 1st level, albeit versus a limited class of foes. That last hurts a little, but unless the DM provides no campaign background, what you pick will come up (I mean, seriously, favored enemy (humans) is almost always solid), and that higher bonus is better--especially for a ranger who scouts and sometimes fights alone. Further, feats, magic items, and spells look for the favored enemy class feature on your character sheet, and probably nothing will ever look for freebooter's bane on your character sheet because favored enemy is what the historically popular ranger gets.
By giving up what the core ranger gets you cut yourself off from a lot of what the game expects you to have in exchange for what, in isolation, looks like a pretty good deal. When the character hits the table, though, the theory hits the fan, and you might be stuck really wanting to use that wand of cure light wounds, cast the spell hunter's howl, or wind a horn of antagonism instead of giving everyone a +1 to attack and damage or finding magical traps (which you could've just done as a rogue).
I'm really not trying to sell you on keeping the core class's class features--I seriously have no agenda here--, but the game expects you to have the core class's class features so it keeps churning out stuff that uses them, often to the exclusion of cool stuff found in splatbooks because those just aren't core, hence they appeal to fewer folks. Defying the game's expectations can be costly in the long run, and what's awesome at 1st level isn't always as awesome at 10th level. If you know the game's gonna crash and burn by session 3, this seriously won't matter much (although being able to confidently wield a wand of cure light wounds is awesome all the time), and you can do whatever. But for a long-term campaign, consider carefully before rejecting the core.
The best way that I can see you improving your combat effectiveness is through the specific spells you choose.
As you had said, money is sort of tight in your campaign, so you need to make due with what you have at your disposal naturally. Luckily, this isn't hard considering that you have a +4 Cha score (Giving you anywhere between 1-4 additional spells per day at your current bonus). So considering your want to improve how well you do in combat, focus on preparing combat buff spells
These are the spells that I think you should prioritize (keep in mind that I only have the core rule book on hand):
+Bless Weapon(1st): A very situational buff, but powerful when used against the right enemies (ya did good on this one)
+Magic Weapon(1st): Prepare this instead of Bless. Bless may give you a bonus against fear, but Magic Weapon increases your damage as well as your attack bonus.
+Bull's Strength(2nd): I know that you put most of your stuff into Ranged Weapons, but everything on the list available to me is either a buff you don't need or something that seams too underhanded for a "rock star" (also, I don't think you need a spell that lets you take half of the damage that your friends take when there is a fully-functioning tank). As you may already know, Bull's Strength increases your Strength Ability by 4, so at the very least, you increase your Combat Maneuver Scores. This means it's easier to absolutely wreak an enemy's day by affecting how they move, inflicting statuses on them, or simply moving through them.
+Greater Magic Weapon(3rd): THIS is one of the key spells you should prepare when you get into the upper echelons. It's like Magic Weapon, but it gives you additional bonus amounts for every four levels your character has. Also, this spell specifically states that you can cast this spell on up to 50 arrows in the same quiver; this means that if you have to switch to another bow, or if your party also invests in bows, the spell is used to its maximum potential between multiple weapons.
+Prayer(3rd): Anyone in a 40ft radius of you receives a +/-1 to every roll depending on their loyalties; That's an increased advantage of 2 against whatever enemies you are fighting!
+Dispel Chaos/Evil(4th): these two spells give you +4 against the attacks of the designated alignment and automatically dispels effects cast by said creatures or spells that are of that alignment
This last one is just in case you attempt to build physically or your Fighter is being cornered by a Demon or something...
-Holy Sword: PROS: weapon automatically becomes +5 AND deals an additional 2d6 damage to Evil Creatures. CONS: Can only be applied to melee weapons and negates the powers of whatever weapon it is used on (that last bit could be fun to use against an enemy using an all-powerful cursed weapon, but again, this is a bit situational)
I hope this helps.
P.S.: Your party should invest in Heavy Repeating Crossbows once you hit level 10
(source: threadbombing.com)
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Best Answer
A barbarian could trivially have a higher attack bonus. A fighter could too, but probably won't because there are better things he can do with his feats. And both will do more damage when they do hit.
This is a perfectly average character, taking the feats that are expected of him. He's somewhat better, at this level, then some other classes might be, but 2nd level is probably his best.
In reality, any serious spellcaster could, with a little care, wipe the floor with him if that's what they wanted to do. Or, more importantly, could solve all the problems you can't solve by shooting it with a bow.