Hello,
I've always had a soft spot for the dark side, moreso when casting, but never liked plain-old "Mages" or "Wizards" -- eg. in a certain other MMORPG, I played Shadow Priest for many years. I tend to deviate towards self-sustain and being a nuisance rather than flat out damage. I certainly do not enjoy glass cannons as I love being in the thick of things. In short, if no melee class appeals to me, I'll pick the tankiest looking caster 9/10 of the time. Pets I can live with or without - but I do like having one around, especially if they can be customized. I spent many years as an Acid Summoner with my trusty, snot coloured Cadaver and had many fantastic years of fun with it -- so much so that since 2010, I've only played Summoner and Healer (the one and only incarnation I have time for). I've tried Shadow, Acid and Healing (even Acid Healing) - tried it all. It was a blast to play no matter what I did with my character - and no amount of Morphers will ever make me change it.
Back when I was a fresh faced Summoner, new to Allods and hoping to gain some build inspiration, the humble majority of builds remained the same - the only core choice that seemed apparent (outside of the typical DPS or Heal choice) was whether I wanted to be Shadow or Acid. In either case (DPS/Healer, Shadow or Acid), pets would be pretty much set in stone once you picked one, whereas it's the complete reverse in 7.0 - we can choose whatever pet we please no matter what role we want to fill, with only partial ruby restrictions based on Aspects. As of today, I'm playing an Assault Summoner with Lurker -- despite all my instincts telling me to stick to the AoE Cadaver, or even the Hellion now that it has decent single target DoT stacking potential. That's just one example of some choices we may need to make, however restricted they may feel.
When talking of build versatility: Speaking on a personal level, I regarded the old versions as merely 'giving' the illusion of freedom. Granted, there were no restrictions of any kind like we have now, but if you deviated too far away from tried and tested / refined builds, you could still suffer in the grand scheme of things (at least compared to said refined builds), though this may have been class dependant. In addition, there was no indication outside of the forums as to what you should do with your talents/skills/rubies, meaning it was very easy to butcher yourself -- and given respecs are not free, this can be very dissuasive for players who aren't inclined to research before they take the plunge.
I can see why people love/hate the old/new but in the grand scheme of things but I do feel it's better for the game in general that it has taken a streamlined approach. There are some games out there where a fundamental backbone to its appeal is the fact you can create truly unique builds out of obscenely HUGE talent pages (Path of Exile being one example). That is a great thing to have - but it's also vastly off-putting when all you want, at the end of the day, is to log in and slap mobs upside the head with a sharp stick and watch them explode into a pile of epic loot.
In short, we can't please everyone - though I'd like to think people are (overall) happier with the class changes than they are sad. It goes both ways - and feedback on such topics in general will always be welcome.
Regards,
Mhul