It depends entirely on how they add summons. If a summoner job only gets to summon bullcrap summons like elementals along with maybe Carby or something, the job will blow.

This sounds like an idea based on the amount of feedback from a large portion of the community who has wanted summoning to be a group-effort instead of an actual job, long before the game even launched. Most SMN threads I have read on XIV have been about how they should be like 2hours and the whole group would have to meet a certain requirement. While this sounds awesome in theory, this is as ridiculous as all of us who do not play DRG to talk about how the DRG job should work based on our own wants. SMN was one of the least played classes in XI, obviously from most of the talk going on about SMNs long before this translation, most of the people chiming in about how SMNs should operate never played SMN and just want to be able to summon crap without having to play the job.

I don't want the pets to be weak like they were in XI, but I don't want them overpowered or on some asinine 2 week cooldown which takes multiple people in your linkshell to complete. It amazes me that other games can get pet jobs done correctly, but SE struggles as though it's so hard. Either make summons extra strong and the SMN extra flimsy with really no way to do anything without a summon present, or make it 50/50 where the SMN can nuke/debuff/cure/buff as well as the summon, like a 50/50 split. Not this stupid 25/50 split like SMN/WHM in XI, nor this ridiculous, "Primals should only be summonable by large groups of people." Realism should not interfere with gameplay mechanics, and very few people want to play a job that is underpowered or relies heavily on the rest of the group's whim.