That's an absolutely insane number to begin with. What roles will they have? Healer, tank, rDPS, mDPS, buffer, debuffer... and what? You've got to have some serious role overlap, not to mention the absolute mess of balance you've created by having so many roles crammed into one class, then the need to balance at least 7 different pets with ~5 abilities each. Then you have 2 of each type, so it's back to 70 abilities for one class's pets, plus another dozen for its own abilities. You've got serious redundancy, massive development time, huge balance issues, and then you add this:
This just doesn't work. In a game designed around movement mechanics, a class designed with 75% of its output out of its own hands is a disaster. What a hot mess Titan would be when your Coeurl gets blasted off the cliff and you lose 95% of your DPS while you resummon. SMN, by virtue of being DoT-heavy, doesn't completely choke when pet gets DoT'd and melts or gets thrown off a ledge. Your design has no such safeguards. Imagine being a PS3 players and attempting to wrestle with the likes of Malboro/Morbols or Terataur -- unplayable doesn't begin to describe it.
As I just explained, that just doesn't work in practice. Worse, GLA is dull enough with 7 weaponskills (RoH+RB+SL+SB+SS), and it is at least a tank which puts its attention toward battle management.
Then why bother? If it syncs to player level and is resurrected on death, you're asking players to use an ability 7 times in the entire game and call it a day. This is a waste of a slot and a waste of a mechanic.
Your design does not work in ARR and just doesn't have proper design considerations behind it. You need to define roles to your class, jobs and pets and explain how those roles will be fulfilled. Your Beastmaster passes enmity to your pet, but the Beastmaster is never going to take aggro due to being gimped in damage output in the first place. It doesn't make any sense at all to even include the abilities. Your Blue Mage loses a pet that is a large portion of its damage output, and replaces it with nothing at all -- the potency on abilities is still pathetic. Lash -> Flame Lash is 270 unbuffable potency (assuming your Flame Lash at 9s, since ticks are at 3s intervals -- it has to be 9s or 12s, not 10s), or 135 per GCD. MRD, by contrast, puts up an effective 275.56 potency per GCD after accounting for Maim and Storm's Eye, plus has a superior damage self-buff. You'd be outdamaged by tanks if you attempted melee, so you're absolutely stuck with spellcasting for damage, and I'm not seeing the abilities for that.