In the games I've played if there was a role that involved doing damage thanks to one's fellow adventurers, I always jumped into it head first, I have a soft spot for summoners. The rework they've done is not so bad, there are an idea to enhance the concept of summoners, and the gimmick they made to not fill the smn with buttons I find interesting, but t's there for all to see that it's an incomplete work, but I don't think the designer(s) will touch it until the next expansion.
The basic concept, just for a brief introduction, is to introduce other elementals with casts in the "lego" phase and add resource management with elemental combos (eg: water + electric = additional effect).
If you already know how currently smn works, skip this -> *The current smn has elementals that are unlocked after summoning bahamut or phoenix. Each elemental basically has 2 attacks: Rite and Flow with different cast and recast times. An elemental can only be summoned once and can only be summoned again after bahamut/phoenix (basically after every minute).*
All elemental summons will have the same numbers, so I summarize them as:
summon: 500p, instant cast, 2.5s recast
Ifrit
ruby rite 450p, 2.8s cast, 3s recast x2
crimson 1 350p, instant cast, 2.5s recast (ice + fire combo additional effect -> DOT) (Flow 1)
crimson 2 400p, instant cast, 2.5s recast (Flow 2)
DOT combo 150p, instant cast, 3s recast x6
Titan
Topaz Rite 310p, instant cast, 2.5s recast x4
Buster 50p, instant cast, 1s recast x4 (wind + earth combo -> 40% maximum hp shield to all allies and assured critical hit on next spell) (Flow)
Garuda
Rite 190p, instant cast, 1.5s recast x4
Slip 420p, 3s cast, 3.5s recast (Flow)
Dot 30p, instant cast, 3s recast x6 (fire + wind combo -> additional 70p per tick)
Leviatan
Rite 460p, 3s cast, 3s recast x2
Flow 1 380p, 2.5s cast, 3s recast (electric + water combo -> reduce cast time and recast time by 30% for 30s )
Flow 2 380p, 1.5s cast, 2.5 recast
Shiva
Rite 320p, 1.5s cast, 2.5s recast x3
Flow 450p, 1.5s cast, 2.5s recast 12y cone (fire + ice combo -> additional 500p and next spell is cast immediatly)
Ramuh
Rite 190p, 1.5s cast,2s recast x2
Flow 300p, 4s cast,4s recast x1 (260p additional for each lithium rite used, 520p if in Water + Electric combo)
Having 3 more summons is a considerable buttons addition, which is why I thought it appropriate to add, thinking of the idea of the smn reading from the book its spells and evocations, an ogcd that switches from the ifrit-garuda-titan trio to shiva-leviathan-ramuh:
Turn page instant cast, 1s recast
Not a single predetermined path. watchword: CHOICES
One of the substantial problems that smn currently has is that the player follows a defined path: he has to use everything that glitters and everything its ok, just press them. He is not pushed to make choices. Summon one elemental -> use everything -> summon next elemental. The elementals are designed to end just in time for bahamut and phoenix, making the player miss the task of watching their cooldowns. It has a "perfect" rotation, but so perfect that the player can watch netfl*x in the meantime. So perfect that at the slightest interruption of the fight it atrociously misaligns itself from the party rotations.
Having many summons, which can all be used but not all of their abilities need to be used, allows the player to make pre/post or during the fight choices on which spells to use in order to best optimize his rotation based on the mechanics that the raid offers. Having summons that have casts allows you to better visualize which skills you can use or not during the mechanics, allowing for deeper planning of these.