My few widows ended up more melee than Fortunata. They're scary in that arena. But for general play, I lean Warshade and am *highly* biased in that direction. I will say that, to me, going human-only Warshade is missing out - if nothing else, for the second mire in Dwarf. But then I also like that I can h ave a non-expensive "naturally grown" build that can put out three fluffies for ranged damage while tanking in Dwarf, too.
You will, in any case, end up in melee in a Warshade, given one of the higher damaging attacks is your melee range hold, you want to be in melee for Mire (and Stygian) and the like. But that's more "you'll be in melee range" rather than "you'll be a melee build." Things will be blowing up all around you. That's just the Warshade way. Heck, you'll *want* to be higher than +0/0 anyway to get more enemies around once you're up a little ways.
As far as "useful to teams," eh. I tend to have a beef about that, since all it brings to mind is someone telling an emp/ or /emp "stop blasting/controlling, just heal" or screaming at other sets for shields and such. I tend to link "I think your AT is better for the team" with "I'm greedy." Just enough bad experiences that it leaves a bad taste in my mouth. That said, the VEATs bring built in leadership (and stacked, if you want to sacrifice other utility.) If you're going human only, you can, of course, dip into that leadership pool yourself. As a warshade, you're bringing (a) a warshade, which everyone should appreciate. (b) individual teleports. You get it at low level, which I know isn't as big a thing now with all the *other* teleports we have but is still useful. (c) optional - enemy TP, for pulling, yanking minions out of walls, etc. (d) Stealth (plus your own teleport.) Scouting's still a thing. (e) force multipliers that will work even if you're mezzed or killed in the form of the cotton candy of death (they do not despawn if you die, since their "cost" includes a defeated enemy.) Just off the top of my head.