These suggestions are intended to be of more universal value to the Summoner, that is to say these suggestions are without regard to subjob, level, gear and whether in group or solo play.
*Elemental Spirits*
Spirits should auto-target and attack an enemy like the DRG's Wyvern does and the assault command should not reset the spell cool down.
Elemental Spirits (not Light or Dark) should have 2 spell sets with independent timers, one for enfeebling magic and one for elemental magic.
Light Spirit needs 2 separate spell sets with independent timers. In healer mode this would be split into curing spells and then buffing magic and while the spirit is engaged it would be healing magic and then its combat spell list.
Light Spirit should get higher tiers of Regen.
Light Spirit should not engage an enemy, that is to say; leave healer mode, unless the Summoner uses Assault.
Dark Spirit's spell timer should always be halved.
*Summoning Magic*
Summoning magic should be uniterruptible similar to a Bard's song.
Both summon auto-attack and an Elemental Spirit's spell should provide summoning magic skill up opportunities.
*General*
Summon auto-attack needs an upgrade.
We need a job ability similar to Piannissimo that allows us to make our BP: Ward single target and reduces MP cost to 1/2 and reduces BP: Ward recast by half.
These are more quality of life issues that I've consistently felt the job could use regardless if I was in a group or solo, meleeing or not and throughout the levels.