As has been said, without a variety of pets to SUMMON why bother having a SUMMONER class at all? Yes the trance sounds like it has potential but it very well be yet another case where they hype an ability and give it a kick ass name then we get it and does not live up to the hype. Earlier in this thread someone mentioned BLU and they nailed it. A summoner with no pets is a glorified blue mage. For those unfamiliar a blue mage learns abilities from enemies and is able to use those abilities against mobs. Which is EXACTLY what trance sounds like. Don't get me wrong I am happy to have trance but I am very guarded about it because it would just be one more over-promised, under-delivered disappointment to add to the list.
I honestly don't care one bit about the glamours, what is the point in having garuda look like carby, titan > ifrit? It's pointless.
To those saying it would be too much work on behalf of the dev team to come up with new egis and redo the way they look I ask if you ever played XI? XI is 13 years old. At launch there were a base 7 avatars, Garuda, Ifrit, Shiva, Ramuh, Leviathan, Carby and Fenrir (correct me if I am wrong on this). Later on they added Odin, Alexander, and Diabolos. On top of these you also had the elemental spirits you could summon (who remembers the glory of protect from Light Spirit Pact?) that I will discuss below. These summons we're some scaled down version that look nothing like the actually avatar they looked like the real deal. So, if SE had no problem being able to it with the technology they had 13 years ago (and had to be able to run on PS2) there is no reason why they should be unable to do it now. There was also no end of abilities to choose from. You had a long varied list of ability options. Each ability used mp - as did having the pet out - and each attack served a purpose. Control of you pet and management of abilities was the key to SMN, unlike in XIV where we have a pet and every so often we command it to do ONE move. I don't remember the exact timeline but at some point they split the abilities (Blood Pacts) to attack and ward. Attack being dealing damage, ward being granting a beneficial buff for party. There were of course cool downs for them and all relied on the summoner having mana. They also varied in strength based on summoning magic skill level, some couldn't be used unless your skill level was over a certain amount. If your smn skill lvl was low your pet wasn't going to even dent it. But like the EW we don't have magic skill levels either.
As for the elements that's an issue I agree on. 1.0 had the Elemental Wheel but when redesigning the game for ARR they decided the EW was too complicated for the average player. Most players have been using EW across a lot of games for an extended period of time. Even if someone had never played a game that had it before it really isn't that hard to figure out that water beats fire etc. Granted for SE to give us back the EW would be a nightmare since they gave half the elemental attacks to WHM leaving not a whole lot to work with for BLM and SMN. The aforementioned spirit summons are of zero use in XIV because of the lack EW so don't tell me they can't be utilized because I am very aware that they would be a waste of time without massive adjustments being made.
TLDR: SE lied, if they can do it in XI they can do it in XIV, fix the Elemental Wheel situation (not holding my breath)