...we get "Heroes" who can be directed explicitly via a very simple interface.
ANet could have added another small button under the radar, like the hero and henchman control, so we could set flags for pets. But they didn't.
I'm not asking for super-pets, just the basic ability to say "stay" or "attack" or "go here". The logic obviously exists within the program, because it is there for the henchmen and heroes.
So why does ANet continue to devalue having a pet? Heroes don't require players to use a skill slot; I can remove hexes and conditions from heroes, but not from my pets.
Quite frankly, Heroes are nothing more than uber-pets. And it seems a bit of a slap in the face to dedicated rangers that *everyone* in the game is given controllable "hero pets", but our actual animal companion is still uncontrollable.
Skill blackout and skills like "Heal as One" imply that the pet is bound to the ranger on a mental level. As such, it makes no sense that I have almost no control over my pet's actions. Heck, my real-world pet Iguana knows to come when called and stay when I tell it to! And I sure as heck don't have a mental link with my lizard...

So why doesn't ANet add a hero-like pet control to the radar?