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You can eventually make use of Legendary Proportions if you get an alchemist or druid.
But otherwise, i would prefer reduce person. If you can't hit the enemy, you won't do any damage at all.
The one exception being a Zen Archer, such as Lann.
Explination: Zen Archers will eventualy (5th level) turn the damage dice of thier bow into the unarmed strike damage die. This means that at 5th level the 1D8 dmg die turns into 2D6 with the size increase.
Zen archers don't rely on dex to hit (level 3 ability = wisdom to hit) so the penalty to dex doesn't matter. So for Zen archers you get an extra point of flat damage along with an extra die of damage rolled - that gets better as you level up (2D8->3D6->3D8->4D8).
Other than that, keep Enlarge Person and similar spells on the melee fighters.
Reduce person really is best left to spell casters as the size reduction impacts the bow damage dice. Sure you will have a bonus to hit and ac, but the bow does less damage now as well.
He's a divine hound, so idk I don't think his hit chance is scaling with Wisdom
But if you use hurricane bow, it's back to normal or? ^^
If Enlarge Person were just for the strength bonus to damage, it would not be worth the size penalty to your hit roll. But given that you get both the strength bonus to damage, and a step up on the weapon size ladder -- with hurricane bow, if available, giving yet another step up -- enlarge is a viable option. You can do the math yourself; if your archer is having a hard time landing hits, then increasing the number of hits (with Reduce) matters more than increasing their damage. If hits are reasonably easy to land, then the damage boost from Enlarge makes up for a few misses.
If you have a brownfur transmuter handing out buffs, then it makes even more sense to always choose either Enlarge or Reduce, but never stick with the default size.
Also, if your archer is having to punch through damage resistance, then damage becomes more important. (20 damage instead of 15 is only a 33% increase in damage.
but if the target has DR 10 that you can't mitigate, this becomes 10 damage vs 5, a 100% increase.)