I agree that summoners could definately need some afterthoughts. Especially addressing their dynamic problems.
But most of these ideas are actually a patchwork to fix things that shouldn't be a problem in the first place.
So I can just say what I said in
"skills are broken" thread. I think it's best to scrap totems completely, but therefor give the "incarnates" an overhaul.
More distinct aspects for the different kinds of elementals like speed, damage, and so on (including a better visualisation for them than these little goatmen or whatever it is meant to be) and let them fill the role of the totems to some extend without all the problems the totem design brings. (like the "warm up" time, AP efficiency, lacking dynamics and so on)
Slightly better customization with infusions or skill crafting. (if the latter is still planned)
Additionally add a perk and/or skill to increase the summon limit, like they said in the beginning of the KS campaign.
(maybe a perk with fewer downsides that gives +1 and a skill like the stances of DOS1 with HP/stat loss per round for another +1 (the "stance" could be necro), just an example)
Also regarding "total mayhem"...
If they would implement the already existing "overcharge" skill in a way Sven described it in the KS update (explosion in the end), it would be already quite close.
Something like: "Summon deals 50% increased damage for the next round. This bonus is doubled in the 2nd round. After the 2nd round the summon explodes dealing X damage in a radius of Y m according to it's kind."
And regarding "change surface"...
Totally against it. With bless/curse there already exist skills that are shaping surfaces, let alone the many skills directly adding them. This would just make things even easier than they already are. All the nice surface interactions would become meaningless. Why dousing a fire with water if you can just transform it? Also it introduces a lot of balancing problems.
So definately a "Holy hell, please not!" from my side.