The main thing is, particularly with your example of Veraero/Verthunder and Verstone/Verfire, the way the job functions requires you have access to all four of these actions. Removing that removes rotational agency entirely, because they're separate for a reason. You're allowed to override your procs in part because only one thing actually guarantees a proc.

Now: Verholy/Verflare temporarily replacing Aero and Thunder? Scorch temporarily replacing Jolt? These things make sense. Similar in the vein to how Gunbreaker is going to have its 3-part cartridge spender condensed to one changing ability, it's something you're not rotationally actively hitting *that often* compared to your bread and butter filler.

I think the jobs don't need pruning as much as they need intelligent condensing of abilities, which seems to be a theme. Some new abilities are functioning similar to Verholy/Verflare (Gunbreaker, any job getting an AoE rotation upgrade rather than another ability such as Dragoon), some jobs are having dead or mandatory buttons baked in passively (looking at you, Enochian and Life/Blood of the Dragon), etc. The development team has also already addressed the issue, so I don't think we need further pruning as long as additions continue to be added in this manner.

As to your comparison of Summoner to Affliction Warlock: the thing to remember is that jobs in FFXIV are not classes in WoW. A Job in FFXIV is a complete kit built to a particular playstyle and theme. You're not intended to hyper-focus on one part of any Job's toolkit, you're intended to use the entire toolkit for what it is. Coming at this from a perspective as a former Mythic raider, I understand why this isn't particularly palatable to some people, but I find I personally infinitely prefer a static toolkit with a lot of options to the way toolkits work in WoW.