Hello
It looks like sending summons in general (more so the spider from beast master ranger due to it's damage and health) can be used to break combat encounters without much consequence. If you stealth your main party and send out the companion, you can attack a group of enemies without it pulling your main group into combat. While this isn't necessarily a problem on it's own, considering at early game at 32 health the spider can also live a few rounds, it can do some okay damage or even pick off an enemy before dying, then it can immediately be re-summoned and sent back to rinse and repeat this problem. Unsure if it was just the combat encounter I did this with or all encounters, but the enemies wouldn't heal up in between this so it could essentially be done indefinitely until the combat counter is cleared or significantly weakened to where it's not any kind of threat to the main party. While I wouldn't want to do this for the game since it kills a lot of the fun of combat encounters for me, it looks like currently this could be used to cheese any combat in the game if this isn't changed in some way. I've tested this with two different encounters, both times the encounters (normally neutral and not aggressive) were still not aggressive with the main group after re-sending in the companion, and any kills the companion got on it's missions did give experience to the entire group. Commando spider can likely clear all of early access by itself after level 3, and while I haven't tested it, it's highly likely that find familiar can accomplish the same thing, although taking much longer from the lower damage.
While I'm assuming the lack of a leash on summons is intentional (and is quite fun to play around with), there's just no consequence for using them as solo operatives to break combat in this way given that it's an unlimited action out of combat, so as long as you just keep the caster out of combat you have an endless resource in this currently. The only immediate thing I could think of for this is to potentially make these kinds of abilities available per short rest instead of anytime out of combat, this would limit it to at most 2 casts per day and then enemies could also heal up upon short or long rest as well (would make some sense if the party is taking downtimes, enemies would be as well). Though there may be many other solutions to this kind of problem that I'm just not thinking of.
Thanks