I’m aware that opinions on Summoner are a touchy subject on the forums, but I think something that both fans and opponents of the newer job design can agree on is that the trait Elemental Mastery should be available much earlier than Level 86.
Whether it’s good or not, arguably the most improvised decision-making that Summoner currently has at the highest-level content is determining the order to use primal summons in, particularly because of each summon’s secondary ability that notably differs from the others: Ifrit has a one-time gap-closer and melee combo, Titan has a recurring oGCD attack, and Garuda basically has a hard-casted Shadow Flare that’s automatically placed around the enemy; knowing when to use these is very situational and dependent on the current instance. You probably don’t want to use Garuda’s ability if the boss is currently moving around a lot, and you probably don’t want to use Ifrit’s ability if there’s a period of time where you want to stay away from the boss, yet not using these abilities entirely is a DPS loss if you just use Ruin III instead; those are just a few example factors.
…Until you reach Level 86, the only non-potency differences between the primal summons are the cast and recast times for their associated raw attack spells; of those, two are instant-casts, so it’s really more of a case of determining when you’ll be standing still enough to use Ifrit’s hard-casts, one of which can be Swiftcasted but at the cost of not having an easy raise if mistakes happen. This is an absurdly high level to have not one but three of the most mechanically unique actions appear, and not only does that mean that new players will need to stick with a rotation where there isn’t much on-the-move decision-making with the primal summons until the job is nearly capped, but this also makes most instances in the game not have access to those either, many of which max-level players will end up doing in daily roulettes.
I feel like it’s pretty sensible that the trait unlock much earlier since it currently offers the job’s most complexity in terms of nonlinear rotation components, even if it has to be swapped with something else or some new smaller trait be added (like maybe adding a second Ruin IV charge, but whatever it is, Square Enix can figure something out) in its former place. This would also be a pretty simple change to make before any much larger job changes potentially happen, I feel. Any particular disagreements with what I wrote above though?