The way it has been redesigned leaves little to no room for growth - what can realistically be added to it without heavily restructuring the rotation?

The job currently has very little depth, presumably deliberately - you can shift the crayons around, but ultimately you're never going to want to end them early nor have more than a couple of ruins leeway/2m. That combined with the high mobility on this new summoner is also an issue - I don't think many would say black mage's difficulty lies in its rotation, but more about maintaining it throughout the combat encounter. If new summoner is to be this simple it cannot be this mobile.

Aetherflow being vestigial rather than a core mechanic doesn't help either - most dps have at least two resources to manage, usually 3. (mch has heat/battery, sam sen/kenki(lmao)/positionals, war tank responsibilities/beast gauge/infuriate timer, scholar aetherflow/healer resources/fey gauge(lmao) or bio timer). Summoner barely has aetherflow, crayons are on rails and it's not like cast time really has to be taken into consideration.

The pet also being vestigial rather than a core mechanic doesn't sit well either. What is its point anymore? It doesn't auto attack, it barely even pretends to exist - they even patched out its ability to cast searing light during asphodelos.

The fact that a job where the skill floor and ceiling weren't the same line was sacrificed for this is just further insult - although in fairness there seems to have been a fair amount of that across the board.

I've been over this before so sorry if this sounds uninterested and I'm pretty sure there's some points I've forgotten to mention.