Mainly in response to the OP.
SMN is the most misunderstood job because there are people like you who don't understand it that play it. Broken? maybe, depends on your point of view i guess.
DRG - The wyvern was designed to be an integral part of the job. With its recast at 2hrs and the numerous situations in which a wyvern could get dismissed or killed, it just wasn't feasible for players to really integrate they wyvern into gameplay - so they changed it.
COR - SMN has always been more popular than COR, or even at worst, on par in terms of popularity. You can refer to census as proof. COR buffs were enhanced because COR was designed to be a buff job like BRD and had a functional niche through its Phantom Rolls. SMN does not rely on its Wards to perform its main role in parties - this I will elaborate on later.
PUP are hybrid pet-melees. Fact of the matter before they changed the job up, neither automaton nor masters damage were proficient enough for it to be taken seriously as a melee. PUPs accuracy was terrible at C+, automatons had 20minute timers and died fairly easily - and unlike DRG the distribution of damage between pet and master was more equally shared.
SMN skill was once pretty useless, i'll agree. It has a reasonable number of uses now.
1) Elemental Siphon
2) Ward Duration / Rage Accuracy
3) Favor potency cap
4) Elementals recast
The bonuses are not straight, but this can be taken as both beneficial or detrimental - explained later.
Spirits didn't get new spells past 75. I'd like to ask SE why on this too. I suppose they thought no one cares, but I guess we do. Strangely tho Light Spirit does get banish IV.
What is SMN's role?
SMN, unlike a majority of the jobs in FFXI does not have a functional niche. What are functional niches?
- DD classes : subdivided into weapon/damage-type speciality
here's where your jobs like WAR MNK BLM DRG DRK etc go
- Tank classes: jobs that can tank
once the domain of PLD and NIN only, you could say DNC and BST have both increasingly found a place here.
- Support classes: jobs whose main function is to support by buffing/debuffing
WHM and the original refresh trinity: RDM BRD and COR.
then there are jobs that don't have this functional niche...
SMN, SCH.. and to some extent PUP and RDM depending on how you play it.
this isn't something that is set in stone and shifts according to the tools that the jobs acquire and the trends in player behavior.
but one thing that is certain is that SMN has always belonged to the category of jobs that don't have this functional niche. Instead, what it has is a process niche. It does pretty much everything it can do through its avatars, and this, like everything else, comes with its pros and cons.
Because SMN doesn't have a functional niche, it has always been very flexible in the way that it is played - but is typically never the master of whatever it does, because it was not functionally designed that way.
As a DD - SMN is capable of doing good blunt/slashing damage without the need for TP, and decent magical damage in 7 out of the 8 elements (sorry, lolCarbuncle) - all of which, as a bonus, is consequence free, and become increasingly reliable the stronger the NM is relative to the player.
As a tank - whilst not functionally realistic in the presence of certain DD jobs, avatars can tank various NMs, to great effect collectively. that said, they will likely lose out to BSTs in the same scenario, except when the NMs have some kind of extreme magic/elemental affinity - in which case avatars once again shine.
As support, SE has kinda thrown SMNs a bone in recent updates - Tidal Roar is extremely useful, as is Earthen Armor. The old staples such as Earthen Ward, Hastega, etc may still have their uses as well. What we end up with are unconventional support tools most of the time. SMN are still however, incompetent as healers.
Add to this, that SMN is fully capable of performing these functions in weakness/zombie situations, which is a feat that most jobs are not capable of, even in their area of expertise.
SMN, as it has been progressing past 75 is doing rather well, but not exactly good enough
Post 75 pros,
Perp cost issues greatly reduced - with the cost rise being gentler and the abundance of refresh/perp gear, this has mostly become a non-issue for SMN, shifting almost the entirety of MP usage to blood pacts.
BPs have scaled well - Lv70 and merit BPs are still doing damage in acceptable ranges against lv90 NMs, especially in non-atma situations.
New wards are actually useful - we got a utility ward with Fleet Wind, nice debuffs with Tidal Roar / Diamond Storm, and Earthen Armor for buff.. Inferno Howl is ok...
Post 75 cons,
Inside Abyssea, SMN is inferior to pretty much all the other jobs in doing anything in particular because they all gain tremendous boosts through atma and are not restricted by the 45-60s timer in doing anything - particularly true for any form of damage dealing. This is basically an exaggeration of SMNs weakness as a slow-fire job during the zomgHaste era.
New damage pacts don't really add anything new to the job. So now we can actually do magical nukes with Fenrir - thats about all that we really got. Diabolos and Carby get stronger nukes. Ok, but they're all magical, and merit BPs are still mostly more effective than them.
Avatar's Favor is still mainly an afterthought. If not to make use of the perp cost reduction, most SMN wouldn't bother to use favors unless they pretty much can't do anything else with their avatars, which in itself is kind of a rare situation. Also, inside Abyssea, nobody really cares for the marginal buffs they provide, but thats less of a problem with the job than a unique distinction of Abyssea.
Elemental Spirits didn't get a repertoire upgrade, and are still unreliable - at least give them Tier V spells, srsly.
...outside of Abyssea however, SMN is still able to hold its worth perfectly fine, but is still not the first go-to job for pretty much everything unless your playstyle happens to want to favor them in action, like a pet-based or smn based ls, or if you don't like paladins, or if you know somehow that zombieing is likely.
...
tl;dr version
SMN is ignored in Abyssea because its weaknesses are magnified more than its strengths inside due to atma. Sure avatars can get considerable buffs from it, but they still fall outside of most conventional strategy. They're also not your goto jobs for procs.
SMN is misunderstood because people keep thinking it should have a functional niche when it doesn't need to have one, and then start doing silly things like trying to advocate SMN meleeing for damage and so on. SMNs advantage is in that it has never had a fixed function and any of this attempt to create one pigeonholes it, limiting the advantages its always had.
The moment you try to stray away from SMNs process niche of doing stuff through its avatars, the SMN is nothing and will still not compare to other jobs in performing any of these functions.
SMN is not broken. Definitely not outside of Abyssea. Inside, it's simply not popular, thats all.