Anything that limits when a certain job is useful will equate to "do not use" as far as the playerbase is concerned. If there are any significant "phase" where a SMN can not attack, then SMN will simply be excluded. IMO, that is not a viable solution. I'm not sure that the devs are currently able to specify specific abilities/spells for triggers.. At least, I can't think of a single implementation of something similarly specific. The only examples I can come up with involve spell skill type (as in "Geomancy skill" or "Job Ability" or "Magic") or physVSmagic damage.
"Pet type" does not mean "damage type", it means "BST vs SMN vs PUP vs DRG". Again, I can't come up with any examples of where something similar has been implemented already as most (all?) of the time they are all lumped into a single "Pet" category. Odds are high that anything that could be done right now to nerf SMN pets would affect all four pet jobs rather than just SMN. That nullifies this potential solution unless the devs are willing to add a new combat system which sounds like a lot more work than they are willing/capable of doing with the current dev team.
SMN being able to command their pets from range is the primary aspect of the job. Unlike PUP/BST/DRG, the player is not intended to be doing damage themselves (don't get me started on BST tho..) and damage potential is intended and balanced around the pet being the only output source. It is not a "problem", it is the core design of the job and should not be touched. Range has zero direct impact on damage output, which is the perceived problem here. BLM and RNG can do burst damage at range as well, should they be nerfed too? BLM even gets less enmity from MBing than normal casts, and neither normal/MB give enough enmity to pull off of a tank in SOA+ areas.

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