RDM rotation is less complicated for me because you have options to work around while the SMN rotation offers no option. You have a line, follow the line, deal with the line. It by far more complex for someone who wish to optimize and is stuck with papa SE holding your hand and telling you, "No my child, follow the line."
Removing the restrictiveness of the rotation would be a first step. Removing that absurd mobility nobody asked for would be the second step. Adding more firepower would be a third step.
To put it simply, with P2S as an example, on BLM I can set myself to finish with my good damage spells before the 9 seconds invuln and get all my burst ready after the invuln during the burst window. On RDM, I can set myself up so when I can hit again, I do a melee combo, have a second melee combo up so my biggest damage windows hits the buff windows and my Embolden. On Summoner. Well, since you must summon Bahamut before casting your elemental primals, I guess you either go out of sync from buff windows or your Ruin Mage for 12 seconds. None is a good option, there is only a worst dps loss option.
It is incredibly frustration, annoying and difficult to deal with. If you let my gems activate from an unrelated oGCD button that doesn't require Phoenix or Bahamut then I suddenly would have options and it would make the job more engaging.
To sum up;
- People wanted to feel like a real Summoner, good job they did. I do believe the old summoner should never be mentioned as a good Summoner class.
- People never asked restrictive gameplay which does not engage the player to think. That what was good with old Summoner and that people saying "Old Summoner was better" feel
- People never asked for Ranged Phys Mobility. Remove that. Make us feel like real casters and plan our mobility properly instead of having me dance around my white mage.
- Nobody ever asked Summoner to straight out do worst damage than Red Mage who has better support with good mobility toolkit.
The Summoner design has merits but it is fundamentally filled with issues the dev team clearly did not think through. I doubt they have any dev playing as a main Summoner.
I wonder how Yoshida-san would feel about Summoner if he was truly playing it during Pandaemonium and enjoy all the frustrations Summoners currently share. I don,t think the situation was create on purpose but it was create from ignorance of how the class playstyle feels. They didn't playtest it enough. If it was damage only the issue, the solution would be simple but it isn't just damage that I have issue with Summoner.