I used the fan-patch, but otherwise un-modded other than show pet damage, potion stacking, disable Zeus speech, and freeze time of day.
In response to:
a) Monster Lure has a melee attack, but a 0-0 weapon. If you have pet damage jewelry that gives flat damage bonuses, it does indeed do melee damage. More importantly, it benefits from Puppetmaster staves and amulets and can be healed by the regrowth tree, meaning that it can be kept alive through all of normal excepting Typhon. I completed all of normal with no source of damage other than the Nymph and Monster Lure (excepting basic attacks until I got to the Nymph).
b) Fan patch fixes that, and I believe Wisp benefits from melee damage jewelry/staves even in the un-patched game. I’ve taken two passive petmaster prophets through Normal (one going for wisp first, the other for nightmare), and one through Epic. It wasn’t the strongest build, to be sure, but was absolutely viable.
c) Wildfire, with maxed fire damage aura, does excellent AOE damage through normal and decent through Epic, especially with Plague synergy resistance reduction. Maxed inner fire helps a fair bit with attack rate also. I did add wolves past epic, but CD alone is fine up to that point.
d) Granted, but Refresh works particularly well with powerful, long cool-down skills, meaning that 100% up-time is pretty easy to hit even with modest cool down reduction from gear.
e) LK isn’t that bad at general mob clearing. Clear speed isn’t great, but he certainly gets the job done. I don’t believe Traps benefited from pet jewelry, which was why Illusionist wasn’t particularly awesome, but Brigand Trapper and Assassin trapper were (Battle Standard/Piercing Resistance Reduction and Piercing damage buffs).
More broadly, 6/8 of Masteries in TQ had pet skills, and only 2/5 do in Grim Dawn. That’s just worse. I really can’t see much argument against that.
There is inherent tension between the Revenant devotion proc and genuine petmaster builds because of the heavy skill and equipment investment needed to make pets a viable, durable source of DPS and the heavy skill and equipment investment needed to make the player a viable source of DPS. That isn’t to say you can’t add a pet or two to an otherwise standard non-pet build if you like, but the pets aren’t likely to deliver a substantial percentage of your total damage output that way. You’re more likely to use them for their buff abilities than anything else, similar to physical damage Champions or Guardians using wolves for Strength of the Pack in TQ.
Honestly, no - I’d assumed it was more a “can’t do everything we’d like to or the game will never be finished” issue. I’m not quite sure why having intentionally sparse pet options would be desirable game design. Who does that make the game better for? And how?
Thank you for the mod suggestions though - I’ll have to check those out.