I think I disagree about the rotation having a flow to it - it's kind of hard to articulate, but as they are the summons get in the way of building momentum for the mandated 2m burst. I suppose one way of looking at it is summoner always feels like it's in a burst phase, but without the depth to back it up. This seems to be a fundamental issue with how summoner is currently designed - central enough that the job would need re-rebuilt from the ground up to sufficiently address. The addition of more summons, while perhaps aesthetically nice, could not help unless they add a mechanic of each primal affecting the next. This wouldn't really solve the problem with the demis or complete lack of anything to manage either though. The gauge doesn't show anything worthwhile on - it's more a countdown for the number of remaining casts than anything else, and with energy drain pretty much being a part of the demis, that's merely an afterthought now too. Even warrior with its eternally simplifying fell cleave gauge has the infuriate recast reduction to account for.

Generally the rotation is not quite the same as paladin, which despite its very flat damage curve, manages to have enough depth in both might and magic phases to largely carry the gameplay or samurai* where midare setsugekka doesn't wear out its welcome despite the frequency of casts across its rotation. There's nothing quite like summoner's, which tragically is not a compliment in this case.

I sincerely believe there hasn't been something this badly concieved in the game since 1.0.