[quote="Frank"]
I've decided to post a statement:
'All the summoning spells provided in the players companion book is unbalanced as written.'
[/quote]
I respectfully disagree. Yes, summoning spells are powerful, but I don't think they're that much more powerful than other equivalent-level spells.
Let's take Summon Berzerker as an example. Yes, it effectively gives you four henchmen, but it only gives them to you for thirty minutes, and you can hire disposable henchmen - or war dogs, for that matter - without casting any spells at all.
Plus, if you compare it to another first-level spell that has a similar effect - say, Burning Hands, which similarly deals damage to things - it's actually not that much better: Yes, summoned berzerkers hang around and continue doing damage for multiple rounds, but they can also die from being stabbed, might miss and do no damage when attacking, and can't damage as many targets in a round as a well-placed burning Hands spell. For that matter, Burning Hands scales the damage it does with level, while Summon Berzerkers does not. Summoned berzerkers can be used to find traps, it's true, but they can't be used to start fires in a hurry, so I'd say that both spells have a number of creative utility uses outside of combat; that's not really a useful basis for comparison.
Anyway, to address some of your specific points:
[quote="Frank"]
1. There are no limmitations to how many summoning spells you can have at the same time. No concentration.
[/quote]
There's no limit to the number of spells a caster may have active at a time. Do you think that light spells should be subject to a limit? Protection from evil and similar buff spells? Why summoning specifically?
[quote="Frank"]
2. The spell takes one round to cast (however the summoned creatures may not act before next round).
[/quote]
I'm sorry, but I do not understand the significance of this point to your argument. Do you think summoning spells should take longer to cast than a round?
[quote="Frank"]
3. There is no restrictions as the spell is written on controlling the creatures, however it is adviced that the limmit of summoned creatures commanded is set at six creatures based on the rules in Lairs&Encounters (same limmitation as controlling animals).
[/quote]
Most summoned creates are more intelligent than animals - and more importantly, this is just your "there should be a limit on the number of summons you can have at a time" argument again. Why? What is so powerful about summoned creatures compared to other spells that they require special limits?
[quote="Frank"]
4. Some summoning spells even provides more than one creature. In particular the summon berserkers.
[/quote]
...And? Some blast spells target more than one creature. Some buff spells affect more than one ally. Cleaving allows a PC to attack more than one target per round. What's the problem, here?
[quote="Frank"]
5. The summoned creatures provided by the single spell, are generally more powerful than the fellow PC players of the mage.
[/quote]
This is untrue. While there are exceptions, most spells that summon creatures are of levels so high that they can only be cast by a mage with about as many levels as the summoned creature has hit dice.
Many of the exceptions have some significant drawback. Conjure elemental, for example, requires the mage to concentrate to maintain control, effectively taking away the mage's ability to take actions in combat while the elemental is around.
The only other exception I'm aware of is summon berzerkers - and I've already given you my views about that.
[quote="Frank"]
6. Sleep is powerful, but those affected can be awakened after the one shot wonder. The summoned creatures usually lingers for an hour or so.
[/quote]
Burning hands is also powerful. Creatures killed by it are dead forever.
On that note, creatures put to sleep by Sleep can be woken up, it's true - but only if they have concious allies in a position to spend their precious combat actions on it. Given the importance of the action economy, that most foes vulnerable to sleep can be killed with a single sword blow or arrow, a well-plased sleep spell can shift a battle even more decicively than adding four extra combatants can.
[quote="Frank"]
If one reads the summoning spells provided and take into account what is written above, it is possible for a mage to use all his spell slots on calling forth summoned creatures. One can imagine a 1st level mage, with 2 first level spell slots, casting 2 summon berserker spells and gaining a total of 8 barbarians each with the same attack capabilities (if not better) as the 1st level fellow PC fighter who is taking part in the campaging. There are also other examples.
[/quote]
That first level mage is cheating. Level one mages can only cast on first-level spell per day.
Assuming you meant a level two mage with two first-level spells per day, that's still not that powerful. Each of those summon berserkers spells only lasts three turns. Given that each battle takes a turn, and that most rooms in a dungeon don't contain battles, the mage's two spell slots will only give them a significant advantage in the first one or two battles they have each dungeoneering day - the same number as if they'd just cast Sleep once each combat.
[quote="Frank"]
These spells make other non-mage PC players nedless. It is not fun for a 1st level fighter to be a part of the mage's eight barbarian strong strike team.
[/quote]
Perhaps - but like I said, the spell only lasts for three turns. Given the exploration movement rates given in the rules, any party with characters wearing full plate will only explore one or two rooms per turn; in any dungeon with more than six rooms, your berzerker-spamming mage will rapidly run out of berserkers and have to hide in the back... While the party's fighter and cleric fight in the front lines, complaining that the party mage isn't contributing anything.