Could not agree more. Also just want to hug you.Everyone suggesting just adding another set of gem summons are driving me a little nuts actually! As if that's the problem with the job-- not enough variety in the meaninglessly different summons you have.
The core central issue with the job like a lot of others at the moment is the mechanics don't really mean anything. All the gem summons are just potency buttons that give you slightly different buttons to press. There's no prepping for the next step of your rotation like there was in 5.x. There's no real actual reason you have an egi/carbuncle companion, besides the fact that removing it is way more work than just leaving it as a dummy NPC. Ruin IV is a Joke. And energy drain feels like it only remains because it'd be embarrassingly obvious how little the job has to offer if you take it out. Additional gem summons are just more of the same and they'd feel just as insulting as solar bahamut did. Nothing in the kit feels like it needs anything else in the kit-- like toys laid out on a blanket instead of the components of a well-built piece of machinery.
But those mechanical reasons don't matter really-- though I suppose this is a symptom of those mechanical issues. The job just no longer fills a niche. Niches are actually really important! Niches get you dedicated players and people who will always stick with the job no matter whether or not it's meta. SMN used to fill the niche of a pet job alongside its DoT focus-- something you can't find anymore unless you count its healer counterpart. Now its only real distinguishing feature is the fact it has?? What? No seriously what does it have that no other caster has? Summons? Those are just loud aoe abilities that frequently don't go through because they're obligated to use a proxy to cast them. It has the demi-summons I guess? But those are glorified turrets that just need to come off cooldown-- they don't really feel like much. You don't have to approach them in a way that stands out from anything else in the game or even your own kit.
I just don't think the solution is something that will amount to no tangible change in how the job plays or interacts with its own kit. Without changing the above issues the only real solution is potency buffs which sound positively miserable as a solution; just creates an arms race between it and every other job currently suffering the same issue of being nicheless.
Maybe I'm biased but I do think old pet-job DoTmage SMN was the version of SMN that actually worked in an MMO. It's a job type I really like! I was sad when they decided everything I liked about the job was a horrible flaw in need of completely razing it to the ground and salting the earth about it.