This is gonna get ignored by SE, but still...

Don't usually post suggestions on the OF, but given the current state of Summoner the devs need nudging into giving it worthwhile adjustments into current Abilities.

Blood Pact delay
As I've maintained when I've posted on the subject as to what Summoner needs, it's a re-working of the Blood Pact delay. Way I see it, there are a few options.
Option 1: Straight decrease in Blood Pact delay.
Option 2: Remove the universal timer altogether and allow individual Blood Pacts to be subject to their own timer. Change Blood Pact delay gear to a variant of Fast Cast for Blood Pacts.
Option 3: Add a "stance" type ability that works like a kind of opposite to Avatar's Favor. Increases perpetuation for a reduction in Blood Pact delay. Like Fan/Saber Dance, have each ability overwrite each other.

Adjustments to current Blood Pacts
Older Blood Pact: Wards need adjusting. I've posted my opinions on another thread, but I'll it quote here.
Quote Originally Posted by Sargent View Post
Blood Pact Wards.... the newer stuff they've thought through, even if some of their effects are useless (Heavenward Howl anyone?). So, I think the following needs to be changed:
- Earthen Ward; damage formula atm is: (Lv x2)+50, meaning at Lv.99 your looking at 248 from Stoneskin, which is around 80 less than capped Stoneskin (ignoring Stoneskin gear) from the spell (which can be accessioned). Simple fix, change the formula to (Skill x 0.66), capping at 500 skill like everything else, that's at least equal to Stoneskin from other jobs.
- Noctoshield; Caps at 13 (not sure if there's any sort of Lv/skill modifier). Make it equal to around -25~-30 at Lv.99, make it affected by skill if you want, but my gimp RDM mule with 140 enhancing can pump out better Phalanxes than my Main's SMN with 536 skill.
- Fenrir Blood Pacts; For the love of god, remove the moon phase modifier. It makes the Blood Pacts unreliable, so people don't use them instead make them something like;
-- Ecliptic Growl; Currently +1~7 stats, just make it something like +5 to all stats
-- Ecliptic Howl; Currently +1~25 Acc/Eva. Making it +15 would put it on par with Blade Madrigal, with the bonus of Evasion (Madrigal still being better due to Song+ gear, Marcato and Soul Voice)
-- Heavenward Howl; We really don't care about Enaspir. Really. Just get rid of that and make it purely Endrain, duration/potency based on skill or something.
- Dream Shroud; MAB/MDB +1~10 based on time of day. compare it to Wizard's Roll, +2~12, not based on time of day (however, based partially on luck). Remove the day modifier, make it +7~10
- Curative Blood Pacts; At least add some sort of modifier (other than TP) that will increase their potency to around 600~700 at least at Lv.99. Making them more potent than Cure IV is excessive, but atm they're pretty tame considering with a subjob that grants access to Cure IV and the gear for it, you can pump out more potent Cures (even if the Blood Pacts are AoE). Remove the TP modifier period.
In addition:
- Introduce a high level piercing Blood Pact. Cait Sith is a good opportunity to do this.
- Introduce a wave of Lv.99 Blood Pact: Rages. Where current Blood Pacts deal sufficient damage in terms of Damage per pact, I'm sure most Summoners would agree that we would like some diversity since we've been using the same damage pacts as we were at 75.
- This is something that Summoner surely needs in order to increase the effectiveness of enfeebling pacts: Add a message in the chat log when any debuffs inflicted by the avatar wear off.

Elemental Spirits
As it stands, Elemental Spirits are pretty useless besides LightSpirit for Cures/Buffs. My only suggestion on this would be;
- Add an ability on a Universal timer (like BP:R/BP:W) to allow to the Summoner to force the spirit to instant cast a spell from the spirit's spell list. The spell will cost the same amount as the spell from any other job, and ignore the spellcasting timer for spirits. This will allow for a little control as to what the spirits cast, as well as give Summoner's a few emergency proc spells.