Whilst I might not be entirely onboard with all the set of skills of the new arcanist "job", I do agree that one solution (its reception dependant on advertising to old SMN players) is to go this route and is arguably the one which would have the least pushback.
To be honest, I've been having similar thoughts but mine was more in the direction of "High Summoner". My favourite iteration of summoner was 4.1 SMN. It allowed immense resource pooling into well executed burst windows and favoured long-term (and somewhat complex) strategic play and was highly flexible. In short, it’s the direct opposite of Endwalker summoner.
However, Endwalker hit and I, too, was enamoured by the flair of Endwalkers Summoner. Upon playing it (and the honeymoon period wearing off), it became apparent that this job had the gameplay depth of a puddle in contrast to earlier iterations of summoner (I felt shadowbringers was a step down from Stormblood SMN too but that’s just an addendum). What came from this is the realisation that I really enjoyed the flashy look of the spells/new primals but craved the strategic play and interaction of the previous edition of summoner. The result is alienation where I like what I see, but the gameplay has me despairing of what I previously used to know and love. Whilst the removal of dots was disappointing, I would have been satisfied if there was something else to optimize instead or think about intertwined with simply doing the primal routine.
However, we clearly have no replacement.
We essentially have colourful ruin 3's (most instant), with egi actions in between an automatic machine gun bahamut/phoenix phase anre relics of a bygone era (Ruin 4/Aetherflow/Carbuncle). The job has become so streamlined that it does not feel engaging at all.
As a result, my thoughts drifted to a job concept: "High Summoner". Whilst I never really got down to nailing what I'd want from the job besides "cool summons and gameplay that was reminiscent of 4.1", your version of arcanist is a close mirror of what I would want.
What I liked from your post was the following:
- Retainment of Summon Exclusive effects e.g., Contagion - I did enjoy having a reason to pet swap i.e., Contagion and Radiant Shield (2% Phys damage buff). However, in light of consolidation of buffs to be universal damage buffs having 2 of the same buff with varying % and duration would be a bit pointless. I instead offer something else.
- Contagion - Extends dots by 15s (incentivising buff snapshotting). This would work if the summoner/arcanist knew the dots would run their full course and were the strongest they could be via snapshotting. Stronger than the below ability for "ruby" summon
- Radiant Shield - Should either be the buff or should be renamed to something like Radiant Aether which works like Plentiful Harvest for Reaper - It buffs your party members and after x seconds of absorbing their aether, it enables a powerful attack. This would be a burst ability where the user makes the conscious decision to use it over contagion as they believe that the dots would not run their full course.
- Yellow Carbuncle/Titan - Not sure what this one used to be if I'm completely honest, but my only suggestion here would be to be the "party wide shield" if the job needed defensive utility unique from other casters. Optional damage component or extra effect if the shield is broken similar to sage's "Panhaima".
- Dots* & bane (In spite of any other interesting subsystem, dots fill the void for me). I think dots and their interaction were good additions to SMNs kit and it shined in two+ target scenarios. However, I feel as though SE is moving away from dots as a whole..
Now for a list which of skills which I disagree with:
- Aetherflow/Energy drain - I'd rather this be 30/60s and require no target. The potency lost can be tacked onto another core rotation ability. This strengthens downtime resource pooling and allows for smarter resource usage with forward planning.
- Dots overreliance - I think the baseline of the design around 2 dots was fine, but specifically enhancing the dot gameplay means summoner would struggle in fight designs which had frequent intermissions e.g., Ultimate. This could also be me just not wanting to go too deep in the dot territory as preference.
- Lack of "Trances"/Big Payoff moves e.g., Burst - I think again this is just a stylistic difference between what we both enjoy. It’s clear that you envisioned this design to be around sustained damage, but I would enjoy a job that could unleash powerful burst e.g., death flare/bahamut windows, but in order to truly maximize this, they would have to correctly utilize their aetherflow stacks and personal buffs. The person buffs in this case would be e.g., Trances boosting personal damage through the window by 10%.
Furthermore, I think Aetherflow would also enhance the big payoff summons uniquely e.g., Bahamut where painflare is simply flare breath (with some sort of heavy burn debuff for 6s) and fester is upgraded to outside of its regular potency damage, to "channel the aether from its target into bahamut" to enhance the next akhmorn into morn afah which does substantially higher single target damage. The idea would be 2 aetherflow stacks for up to 12s of burn or upgrade 2 akhmorns into 2 Morn Afahs.
But this is just me dreaming.
- Retainment of Resurrection - This is contentious for me. I can see the link from arcanist to this new job of arcanist, but resurrection needs to be dealt with for the last time by becoming a role action and/or a duty action with set amount of revives in a duty. I am not against it being used outside of duties. I think it’s important to allow healers to make (fatal) mistakes and not bear the heavy burden of becoming the sole role which cannot be allowed to die (in the absence of another healer and even with another healer).
Obviously all the moves and abilities I've listed would have to be renamed/summons changed so as to not clash with normal summoner (but this has no chance of happening anyway so let me dream).
In short, I do like your rework, and you've put a lot of thought into it, and I think it’s a credible solution and the likelihood of it happening is several magnitudes higher than my idea of essentially making 2 versions of the same job. It’s clear though that I envision a different type of playstyle (and lets face it, I miss 4.1 SMN bad). Regardless of this, I feel that FF is moving away from dots for one reason or another (be it strain on the servers or general dislike or what not) and I think the best we can hope for (if that’s the case) is some other form of management system. The only alternative I can think of at this moment would be some sort of "buff" management system where we would be maintaining several different buffs on ourselves which influences our abilities.
Since this is becoming too long, my secret hope is that when 7.0 rolls, we don't just get one caster, but 2! One would be an arcanist rework (similar to some of the ideas envisioned here) and the other would be some entirely new concept of caster.
Either way, I do hope that regardless of some sort of new job appearing that this current iteration of summoner has more systems introduced for it to manage/play with/optimize. Right now, its bereft of thought.