There are some quality of life improvements needed for rangers to be able to run dungeons without having to worry about their pet becoming a serious problem for them rather than a benefit to the class. Ignoring all the survivability issues (from AoEs, lack of dodge) there are some situations where pets become a serious liability to the ranger.
In Twilight Arbor, finding a safe place to stand can become a very difficult thing. The poisonous blossoms are incredibly difficult to deal with when you have a blossom trigger revolving around you setting off as many as it can (this is when the pet is on standby). A lot of the time in this dungeon the pet is better off dead – it won’t draw aggro and it won’t trigger blossoms. I’ve had moments where I was safely shooting away and a blossom spawned under my pet and blew me up, I dodge away and my pet moves with me and it triggers more blossoms. I’ve also had encounters where I’ve sent the pet into the opponent (instead of having it on standby) and it’s triggered every blossom on the way to the mob (even a spider pet with it’s range has this problem) and gotten other people in my party killed. The ability for pets to trigger traps is unfair to rangers, it’s a dangerous wild card which can get you or your party killed and you don’t have the same level of control over it as everyone else has over their character. I’ve gotten to the point where I won’t even swap my pets out for many encounters because swapping it means the second pet will spawn on the opposite side of me and often trigger a blossom (if the first pet isn’t triggering anything, I’m not going to trade two seconds of quickness for a potentially blossom triggering pet).
Other times I’ve been raged at by groups because I had my pet on avoid combat for certain encounters and the only way for me to get close enough to DPS the mob was to move to everyone else, but my pet moved in front of me and to the side and aggroed a bunch of mobs. Maybe if they didn’t aggro mobs unless the pet did damage to them meaning the ranger only has to worry about himself even if the pet is avoiding combat. Sometimes it feels like I can’t win, choosing to forgo the DPS of a pet because precision positioning and aggro control are needed for some strategies and groups but the pet makes all of these harder.
It’s also annoying when I’m downed to try and use my pet res and have it blow up a blossom and get me killed rather than res me (a blossom which spawned underneath the pet after it arrived and I can’t see it until it’s too late) or even in other dungeons with traps, where the pet will trigger spikes and cause immediate death rather than slow death with a chance of res. Rangers already have it worse with a downed ability which doesn’t move our location, meaning many situations where you are downed you won’t res regardless (AoE, near the boss) but it’s also bugged (Lick Wounds seems to never work if their is a slight variation in the elevation you are standing on) and the pet can easily trigger any traps or blossoms underneath you.
I know some of these problems can be solved by not using Lick Wounds in certain situations, but generally the pet can become a serious hindrance in dungeons when positional awareness is a key component and it’s an unreasonable addition of micromanaging given to the class without the abilities to counter it and often results in the core class mechanic changing from something which is supposed to make us stronger, to something we don’t use because it’s a hindrance, to something that gets us killed.