Partly due to the cross-class system and partly due to curiosity, I ended ARR with four Jobs at level 50: WHM, SCH/SMN, and PLD. SCH because doing Castrum and Praetorium, I saw Sacred Soil and read the buff tooltip and the idea of shielding my allies sounded really cool so I wanted to level it (bonus points, I already had the CNJ levels for the SCH unlock), and SMN since I was leveling ACN anyway and needed some THM levels for Swiftcast. (PLD was my ever-present desire to be able to switch between roles if needed, and having played one in WoW for both healing and tanking, and already having the CNJ and some GLD levels; leveling back then took awhile, so that kinda mattered to me.)
I've played SMN nearly from the start, and instantly loved ACN. I thought being able to use Titan to tank in the world (and dungeon trash if tanks dropped) while being the pocket healer myself with Sustain and Physic, was a pretty sweet deal. I also liked Ruin 2 giving me movement whenever I needed it. I've never been a fan of DoTs, though, in any class, in any game. So I more put up with them than enjoyed them. I liked ARR SMN, even if I probably sucked at it, which mattered a lot less because...well...everyone did back then.
But even in ARR, I started calling it by a different name: Green Caller.
<color> Caller is a seldom used title in FF games, but it's basically like how Red Mage is a mix of low-to-mid level Black Mage and White Mage. In this case, a mix of <color> Mage and Summoner. It's not a true summoner. It's more like if a RDM learned 2-3 weak but utilitarian Summon spells. I never really FELT like it was a Summoner, as it felt far more like a WoW Warlock with the pet and DoT focus. Green Magic is the magic of debuffing and, occasionally, buffing. Poison, Bio, stuff like that, is Green Magic. And so a Green Caller would be a DoT mage with egis, so to speak.
And I wasn't alone in thinking this.
When HW's SMN was teased, I remember everyone getting excited. "Building up to using Bahamut's attack?! That at least KIND of feels like what a Summoner is supposed to be; long cast time into big attack via their summoned eidolon." Granted, there was no eidolon in this case, but at least people felt it was KIND of moving in the right direction, and the general consensus seemed to be, "Well, this still isn't actually a Summoner, but at least we can feel a little bit like one and maybe this is the best they can do with this engine?". I remember then when SB was coming around how Demi-Bahamut blew people's minds. "FINALLY!", they cried, "We get an ACTUAL Summoner!"
Like, it's hard to explain to someone who wasn't there just how big a deal that was to the Summoner community, and the wider playerbase at large. People were picking up SMN in advance of SB because they wanted to be able to plop their very own Bahamut on the battlefield, too!
No one really seemed to ever feel that pre-SB SMN was a Summoner. I know "no one" is probably hyperbole and there will be some people who will say they did, but the vast majority seemed not to. It wasn't until the 1 per minute Demi-Bahamut that people really felt like the Job was what it was actually supposed to be...but that was behind a lot of buildup (back in those days, you had to enter DWT twice and expend the Aether to generate Dreadwyrm Aether and...I don't even remember all the details, but it was as cumbersome and unintuitive as it sounds; people put up with it because Bahamut was so cool) and you really only got to be a "Summoner" for a brief part of your playtime. People kinda put up with it.
Then came ShB, and a lot of things changed. We only needed to DWT once. But then we got Bahamut right away. Then half a minute of filler. Then we got Firebird Trance...but...it...was also Phoenix. A second summon - Yay! \o/ - but...also it worked completely different. Trances refreshed Tri-Disaster, which was reworked into a quick application of our DoTs. But in the 2 minute rotation (SMN was 2 min meta before it was cool/hated?), we had to start with DoTs, throw out DWT, get a bunch of instant cast Ruins, load spots with Egi-Assaults to get 4 Ruin IVs, pop out Bahamut, use Enkindle early so we could get a second before he left, hit as many attacks - which required 4x of the Ruin IVs to be ready - and weave in every oGCD we had access to since Bahamut would Wyrmwave with each (yes, EVEN ADDLE), but also NOT MOVE AN INCH otherwise Baha would try to follow us, canceling his cast...but then we got filler for half a minute after refreshing DoTs...but then FBT. FBT was weird, since it just changed our attack into a 1-2 combo. Which we did 8 (I think?) times. No oGCD weaving, no making Ruin 3 instant cast. It begged the question "Why doesn't Bahamut work this way with DWT, this is so much nicer?" Then a full minute (40 seconds, whatever) of filler, the one time in our 2 min rotation we had to hardcast our DoTs, then refresh once more with Tri-Disaster - and you WERE using those Egi Assaults for movement and to generate 4x more Ruin IVs, right? And not overcapping the ones you got right before going into FBT...you DID use all those before the FBT transition...riiiight? - before starting the whole thing over again.
But at that point, it was ridiculously cumbersome and...dated. As I think the Devs have said, the reason for the DoTs originally was because in ARR they hadn't worked out what Jobs were going to do, so they were a stopgap, not nuanced game design. And by ShB, it showed. You could split the rotation into parts by expansion. DWT was HW, Bahamut was SB, filler was ARR, FBT was ShB, and filler x2 was ARR...again. And the cadence and feeling was all over the place. DWT allowed full freedom of movement, but filler didn't outside of Egi Assaults and Ruin IV (granted, you did have a lot of those). Baha you didn't want to move at all if you could avoid it, and ALL the oGCDs went here that you could cram. The whole kit was all kinds of disjointed mechanics that didn't really relate to each other. "Why does using Egi Assault give me Ruin IV in the first place? Why does Bahamut rely on Ruin IVs? Why does Phoenix NOT?"
It was like a Frakenstein monster where both arms were ARR, the torso and part of a leg was SB, the other leg was HW, and the head was ShB. It was held together largely by duct tape, hope, and wishes, not congruent game design. The tooltips were an absolute disaster, and the rotation was something I don't think literally anyone every worked out on their own. Hours reading guides that were developed over weeks of theory crafting capped by days of personal time with training dummies were needed to really get the Job, and while it was passable to do decently with a bit less, it was still all over the place. There was nothing holding the Job together, and it didn't really make sense until you were deep into it. It reminded me of the prevalent saying shared with the class by my quantum mechanics professor in college, "If you think you understand Quantum Mechanics; you don't.", referencing the counter-intuitive nature of it and how it somewhat require willful suspension of disbelief to really contemplate how practical macro examples of it in the real world would really work.
Then came the EW Media tour.
I remember watching Larryzur's video on it and how absolutely excited he was as he exclaimed (as another SMN player since either ARR or 1.0) that he felt like a Summoner for the first time and he loved the Job and how it flowed, made sense, was united in theme, and had a coherent rotation - for once. Mr Happy, likewise, made similar comments working through the Media Tour build of the Job. People saw the visuals and were enthralled. We FINALLY get to ACTUALLY summon Ifrit, Garuda, and Titan - for real, not deformed chicken nuggets and the like! (I was, in fact, a fan of chicken nugget, but I agreed with the overall sentiment, and we really already lost what made Titan great going into ShB where the Devs got tired of trying to keep SMN pets alive with damage reductions so they weren't dying to raidwides and just made the invincible at that point, which also robbed us of Tank Titan anyway...RIP, nuggy buddy...)
When I first started leveling in EW launch day, I picked SCH, and I dabbled with SMN in Thavnair as I went. The tooltips were a bit much to go into at level 80 (instead of starting at Level 1 and building up as a brand new ACN would now), but as I started piecing together what was what, I realized how...intuitive it was. It just WORKED. It flowed. There was no jank, no weird things to track, no vestigial abilities from two MMOs ago that somehow were still in the Job. It was...fun. Titan's movement, Ifrit's BLM-lite cast times. Then you get the full Primals and their Astral Flows at 90 and OH MY GOD was it FUN to play.
For the first time since running Crystal Tower at level 50, I actually ENJOYED SMN, not merely tolerated it. The Job I'd taken as my DPS for the better part of a decade was no longer an abysmal chore, it was ENJOYABLE. It actually delivered on the promise of the Job's class fantasy. It had some neat stuff on the side mechanically, but it always had those (Devotion party buff, Raise), but now it was also FUN. No annoying DoTs, no weird "eidolon at home" egis. It was a SUMMONER and it was FUN to play.
...though I did have to /petsize all small. :)