Aerns have always been relatively easier for me than most of the island mobs, imo, and if you're on WHM, odds are you have access to Repose. And even if you don't have access to August, Apururu, etc, they're still very manageable. My same-account mule's COR has no problem on Aerns, and he uses Trion, Kupipi, Ulmia, Koru-moru, and Kupofried (missed Qultada on him, but that's okay, he's on COR anyway...). It helps to pick the right island for them, however. I personally hate... 12? It's the last on the chain of the aern sections. That one has BST Aerns whose pets don't vanish when you kill the master, and the Aern's Euvhis are a pain. I like 3 and 6 mostly if I'm going to chain Aerns. Right as you zone out from the teleporter, before you go up the main set of stairs, just circle around the base and the teleporter. If you link, it generally won't be more than 1-2, and 2 is if you're having a bad day. Get a good chain going and you've no issues, as you can get ahead of spawn rates.
Admittedly, I have not done this on WHM, so take my advice with a grain of salt. I know I don't have a problem on COR with a mish-mash of gear (Taeon augmented with DW+2~3 on most pieces and not a lot of attack/acc bonuses, +5 on the feet, Rajas/Epona's, Aethling Mantle, Dynamic Belt) and accuracy isn't terrible. For WHM, you could make Telchine pieces with good augments (Acc+20|Attack+20|Acc/Atk+15, DA+1~3%, and STR/MND+1~7|WSD+1~3%) for your combat. This with some good clubs (I favor Nehushtan for a high damage rating, and you can augment attack, accuracy, weapon damage, weapon skill damage, etc) can get you rolling while using WS like Realmrazer or, if you build TP moderately fast and have a good MAB set, you can pull off some pretty nice Seraph Strikes. Mystic Boon or Dagan if you need MP, too.
As for other camps, have you tried some of the Gates "basements"? There's a good bat camp in Woh subgates, where they don't link but they do aggro, so Dia pulls are probably best. If that's taken earlier in the area is one with Pugils, though you'll have to be careful when weather's up because of dual elementals. Another one I favor is... I think it's Dho? I forget off the top of my head which it links to but you go from Foret #3 to the teleporter, and there's a nice camp a short distance in with Efts, Flies, and Crabs; stick to the Efts and Flies and save crabs if you run out of spawns.
Advice and all that being said however, I don't really have a problem with them making a KI that forces mobs to -not- spawn. The only thing that bothers me about it is that people will use that as an excuse to overcamp those who -are- trying to farm NMs. They can just take mobs with no threat of being slammed by a big NM that they're not ready for, and as a result this gives people a chance to easily bully others out of their camp with minimal risk.