I agree with OP, the job feels unfinished and rushed to meet the deadline of the Job Action Trailer, since there was no mention of a job rework until they showed off the new actions. Taking a look at what Summoner has, the Raiding Rotation is near complete at level 22, since you have the Aethercharge (teaches to RuinIII spam in Bahamut/Red Bahamut) you have your 3 Summons (Ruby, Topaz, Emerald) all that is missing is Ruin IV, Searing Light, and the Astral Flow + Enkindle Buttons. Which all of these skill buttons are just a press once and done abilities and does not require any skill to blend into the main core rotation. It does not leave a good feeling when you know that the Job you Main can be reduced to a 1 button macro.

As for all this "Good Base" statements there is no "Base" for Summoner right now. A base would indicate that more Unique Action/Spells can be added into the job, however given how tight the rotation is already not really much outside of OGCs or Button Swaps (IE. Ruin III > Ruin V) can or will be given to Summoner in 7.0, and that does not fit the definition of adding in new skills. A Base also suggests that there are layers of complexity built within the job that requires the players to put in effort to master. And within Summoner right now there is no such complexity just situational differences on when to use what and that is more requiring knowledge of a fight which all jobs are required to have in order to clear, rather than it being an in-depth execution of skill.

This is why I am hoping for some form of rework (and announcing it ahead this time) in place to fix the underlying issues. Of course, it will not be till 7.0 for a full rework and will have to deal with job action adjustments till then in the 6.X patches. To note I am not saying Summoner needs to go back to the DoT style of 5.X (even though it was fun to play), but I would appreciate a bit of complexity like the other casters (BLM has Juggling the timer and thunder procs /RDM does mathematic additions with Black and White mana pools +proc management, and both have skill resources [ie. Acceleration and Sharpcast] to manage). It can be as simple as having the elemental magics play off each other causing different effects or even empower Bahamut granting Flare Breath(Ifrit), Earthshaker(Titan), and Tempest Wing(Garuda). Summoner could use a bit more in the thematic department as well. As FFXIV claims a Summoner to be "A Mage that commands a biddable Avatar of the Primals." So, with the Primal/Egi just jumping in for a single hit and leaving does not fully fit to what FFXIV defined as a Summoner, even if it meets with past Final Fantasy Summoner Job actions.

At the end of the day, I just want to see Summoner to be more than just a Casual Job and offer a wider range of experiences for players for those who want to master it in difficult content.