I have held to this line of thinking since Shadowbringers came out, and I maintain that even though I feel like the changes have at least made the job playable, but still not in a really good state. It's funny as my two favorite job occupies both extremes in this issue of developers and the addition or removal of mechanics. With Bard, it feels like my class was gutted, too much of what made it what it was got completely ripped away and now it just feels very bland with no true identity. It's the exact sort of thing every player fears with a new expansion comes out. But with Summoner, it's the other way around, and we see what happens when a class doesn't get carefully pruned of bad or dated mechanics over time as new and interesting things are added in. So instead of a class with no identity that feels baren, we have a class that feels like it has too many identities and feels stuffed and bloated.
I don't want a rework right now truthfully. That is something that should occur during an expansion launch. The only changes I feel the job needs at this point besides number balancing (which should be something that occurs every major patch anyway), is just the severing of whatever invisible leash that attaches our Demi's to their summoner, and a way to gain aether stacks when their are no available targets, so that downtime doesn't feel so awful. Those two there will at least make the job feel in a state where I can be content to play it out over the expansion.
That being said though, none of this replaces what the job truly needs, which is a 100% true top down rework of the job's core mechanics (truthfully, it isn't the only job that needs it, looking at you MNK and AST). Dot mage, pet mage, summon mage, aetherflow mage, Trance mage etc... etc... The line has to be drawn and it's time to start cutting out some of this excess on the jobs mechanics. Something has to go, and as the aetherflow system and the egi's are the primary pain points for most summoners, those two seem like the most likely sacrifices to be made.