WARNING: WALL OF TEXT

All four frames have a total of 24 elemental slots
All four original heads have a total of 12 elemental slots
the two additional mage heads have a total of 13 elemental slots

For elemental slots;
Highest amounts:
Fire (7): full valoredge
Thunder (6): full sharpshot
Earth (7): full valoredge
Wind (7): full sharpshot
Ice (7): full stormwaker, spiritreaver+stormwaker frame
Water (6): stormwaker head, soulsoother head, or spiritreaver head, combined with any frame (all three heads have 3 water slots, all frames have 3 water slots)
Light (6): soulsoother+any frame

Thus, we have 3 elements that haven't been given their full potential, relatively speaking; Thunder, Water, and Light.

Of these three, Light is played out by soulsoother perfectly, so the only real thing it needs is for soulsoother to have an extra light slot, but no head has higher than +3 to a slot, only frames have +4, and soulsoother is already 1 slot over the norm. the extra light slot, while handy, is also not necessary, since it wouldn't allow for the use of an extra attachment given the current combos anyway

Water is typically associated with magic defense, but since it's played fairly well by all three mage puppets, and we don't really need ANOTHER mage puppet, we can leave it be.

this leaves thunder, which, of the three, is the easiest to play out into a puppet frame we don't already have.

Valoredge fills two roles for us; first, it's a sturdy, tank-like pet, emphasized by it's 7 earth slots. Second, it's a strong melee pet; emphasized by it's 7 fire slots, lower attack delay, and stronger per-hit damage (ignoring sharpshot's ranged attacks). Valoredge's scissorclawthing is effectively a mini-2h weapon in terms of strength, somewhere between a club and a staff in both delay and damage (clubs are the highest damage/delay 1h weapons, staves are the lowest damage/delay 2h weapons; note that with martial arts, h2h is the weapon that fills the "between 1h and 2h" spot). This is made apparent when watching VE fight; on weaker mobs, or when it's attack is significantly buffed, such as in abyssea, you can see that it will average about the same, or slightly less, damage in a single attack as our 2 punches do in a single round when added (ignoring crits). Based on this, and the fact that valoredge actually has fairly high natural evasion, I think the job it most resembles would be somewhere between sam and drg, rather than war or pld. From a tank aspect, VE resembles sam; moderately sturdy, with decent evasion. From a DD aspect, it resembles drg; lower 2h delay with a single fairly strong crit ws (compare string shredder to drakesbane). Of course, in both cases these resemblances are reduced based on the fact that VE is a pet, and is thus subject to different standards and equations.

Sharpshot fills two roles as well; first, it's our ranged attach pet, and has fairly strong evasion, emphasized by 7 wind slots. Second, due to how powerful ranged attacks are in general, it's our strongest damage dealing pet. Sharpshot is a fairly straightforward analogy to rng; high damage output, low survivability.

I'm not going to get in to harlequin very much. It's a rather lackluster frame outside of a few special situations, due to it's absurdly low MP pool and lackluster melee capability at higher levels. It fills the "balanced" slot of the frames, with identical 5 elemental slots for each element except light/dark, for which it has 3 of each

looking at these, it's hard to really find a niche for a new frame to fill, that we don't already have. VE is a durable quasi-tank that deals moderate damage, SSh is a powerhouse DD, SSo is out and out whm, SR is effectively a blm/drk sans -gas and AM (and no, we do not want AM), this last update has finally bumped SW into it's rdm niche, and done so quite nicely with stoneskin and phalanx, and harlequin fills the "Hybrid-Icandoanythinglulz" role. The only thing really missing is a fast 2hits-per-round attacker like mnk or nin, but that's what the master does, and having a pet that does exactly what we do already, just not as well, would be rather redundant.

Now wait, I know what you're going to say; "but we don't have a support, party buffing pet! And no, protect/shell/regen don't count!!"

well to that I say: We really, really, really, really, really, do not want or need one. I mean sure, it would fill up the one niche in a party we can't already fill fairly well, but look at how the only pet job that can actually do that does it. Do you really want to waste the small chance of us getting a new frame on it being a repackaged Bloodpact: Ward system? There's no way they would give us a bard pet that could do as effective a job as a brd, and there's absolutely no way they would bother trying to figure out how to make a cor PET. If they gave us a party-buffing automaton, it would lead to only two outcomes: 1) the frame becomes effectively worthless because the buffs will be to complicated to perform reliably, and will be too weak or situational to bother using the frame at all, or 2) the frame will be effective enough that we never get to use any other frame ever again. Both are situations none of us want, so why bother even trying to rationalize it when they are the only possible outcomes? I've got an idea for a compromise for people who adamantly want us to be able to party buff, but that's for later.

First: The only reasonable, logical (SE Logic) way to handle giving us a new frame/s:

They've already done it for us once, and it worked perfectly; higher level branched "advanced" frames. When I say they've done this, I'm obviously referencing the whm/blm heads. Rather than giving us new puppets, they gave us half of two puppets; and it worked. it took some tinkering, but it worked. So, for those of you who want a new frame or two, I would suggest this:

Revamp Valoredge. Give us two new frames, based on the old valoredge, both functioning with the valoredge head.

New Valoredge Frame #1: Valorguard; a frame possessing a sturdier shield, built in shield blocking (rate further enhanced by barrier module), higher natural damage reduction, stronger magic resistance, and natural MP, allowing self and master cures, up to cure IV. The trade off is that this frame would possess lower damage output than it had. This would effectively turn VE into a real pld

New Valoredge Fram #2: Fierceblade; a frame possessing stronger damage output, either through a boost to the frame's weapon damage, or through a boost to natural % WS damage; the trade off being a lower natural damage reduction (half of VE's current amount), loss of it's shield blocking (it could keep shield bash, in the form of weapon bash), and lower over all defense than VE currently has. Its damage output would be enough for it to more easily keep up with sharpshot, though it wouldn't beat sharpshot for raw damage, but it would allow for having a strong DD pet with at least some survivability (read: it wouldn't be torn apart like a wet paper bag when hit by AoEs like sharpshot is)

the Valorguard Frame would have an elemental lay out something like:
Fire: 3 Wind: 2 Thunder: 2 Light: 3
Ice: 3 Earth: 4 Water: 4 Dark: 3

the Fierceblade frame would have an elemental lay out something like:
Fire: 4 Wind: 3 Thunder: 4 Light: 3
Ice: 2 Earth: 3 Water: 3 Dark: 2

The reason I used valoredge is because it can easily be split, where as sharpshot can't really be split as cleanly, and harlequin is... well.... harlequin.

Now, for the party buffing bit:

If you really want to allow us to fill a party buffing role, don't ask for the pet to be the means. Ask for the player to get the party buffing abilities.

there are three jobs identified as entertainers; Bard, Dancer, and Puppetmaster. Bard is one of the strongest support jobs in the game, and is capable of fairly decent melee damage, if the bard in question has the gear and the knowhow (most don't). Dancer is fairly evenly split between damage and support, despite not having as wide of a variety of support abilities as brd. Pup has almost no support ability and is typically fully focused on damage; what little support it does provide through either tanking or healing, are done better by a handful of different jobs. If you want us to be able to join the other entertainment jobs as a party support job, understand that our damage output is the highest of the three, so we'll still be the weakest of the three in terms of party support (ie: to keep it balanced (and not SE's convoluted definition of the term), our buffing ability would have to rival bard's melee ability; occasionally useful but not game changing).

In my mind, the easiest and simplest way to do this would be giving maneuvers an aura-type bonus effect for our party members. Think something like smn's Favor abilities in terms of implementation; give us a stance-type ability that grants our maneuvers a bonus aura effect at some cost to us.

JA: Spotlight
Duration: 2:00:00 Recast: 3:00~5:00
Increases the duration of, and Augments "Maneuver" effects and allows them to influence nearby party members, but increases likelihood of overloading

Duration increase is a straight double, from 1 minute to 2 minutes, so it's helpful regardless. Overload increase is a straight double burden, so each maneuver acts like 2 maneuvers in terms of whether or not you'll overload

Augments:
Fire Maneuver: Str and Attack Bonus Aura (Str+5 and Attack +5% to you and any party member nearby for each active fire maneuver)
Thunder Maneuver: Dex and Crit Rate Bonus Aura (Dex+5 and Crit Rate +5% to you and any party member nearby for each active thunder maneuver)
Wind Maneuver: Agi and Haste Aura (Agi+5 and Haste +5% to you and any party member nearby for each active wind maneuver)
Earth Maneuver: Vit and Damage Reduction Aura (Vit+5 and PDT -5% to you and any party member nearby for each active earth maneuver)
Ice Maneuver: Int and Magic Attack Bonus Aura (Int+5 and MAB +5 to you and any party member nearby for each active ice maneuver)
Water Maneuver: Mnd and Damage Reduction Aura (Mnd+5 and MDT-5% to you and any party member nearby for each active water maneuver)
Light Maneuver: Chr and Regen Aura (Chr+5 and 10hp/tick regen to you and any party member nearby for each active light maneuver)
Dark Maneuver: Refresh Aura (2mp/tick to you and any party member nearby for each active dark maneuver)

is it perfect? no. But actually, it would give people a reason to invite pups, since it would allow for jobs outside of drk to cap JA haste (Drk is the only job that can do it currently; 2h jobs /sam with hasso and a dnc main can get to 20%), and would account for pup needing to be within a certain range to deploy. And it's not like we don't already greatly benefit from triple wind maneuvers thanks to turbo charger. If we're in a /sam heavy group with a dnc, we wouldn't even need to limit ourselves to 3x wind maneuvers, we could account for WS maneuvers too.

Sure, the bulk of the time we'd end up spamming wind maneuvers, but given the large amount of AGI gear, and our currently almost useless JA designed to help while spamming maneuvers (cooldown), overloads would only be about as much of an issue as busts are for a cor with fold.

..dammit, that idea is TOO good, there's no way it'll ever be implemented.