what i was saying about summons is because you cannot control them. with Dota you can spam spiders and you can order them to attack or similar stuff. you can control squads of creeps if im not mistaken.
you dont do that in LoL, its all Automatic, the only controlable summons are those used in ultimates. not the common ones. you dont say heimer's turrets or zyra's plants to attack an specific enemy, they just focus whatever is present. and i think that's a lame part of gameplay.
Less micromanagement is not a bad thing. It's not necessarily a
good thing, either, but it's not "lame". Just different. Personally, while I respect the amount of twitch/skill needed to micromanage minions in DotA, I find it basically abhorrent from a gameplay perspective re: AoS knockoffs -- the focus is better put, imo, on the character itself and how it influences the forces around it, not on how well the player can control a half-dozen different units via a barely tolerable UI. The computer managing any summons or mindcontrolled critters or whatnot is an incredibly good thing, to me. The less I'm dicking around with the controls, the more I get to actually play the bloody game. LoL's definitely superior in terms of control and whatnot, t'me, specifically
because it has less fiddly bits. Mind you, I still think it's kinda'
bad, but I've noted elsewhere that I think most modern AoS knockoffs have gone in the entire wrong direction in regards to basically everything so :V
Permanent vs. temporary summons, on the other hand, are a thing of neutral character. Either's fine, it just depends on how it's used in the game. Hell, DotA itself actually has
very few permanent summons -- I think the only ones I'm recalling off the top of my head is chen's stuff, visage, and syllabear. Most things are on some sort of timer. Longer timer than most of LoL's stuff, but as you noted LoL's got a larger map.
And... I'm pretty sure you actually can focus some (most?) LoL summons. Either via alt-right click or something built into the character's kit. It's not direct, select the unit and order it around, control... but that's kind of a
good thing, or at least not necessarily a bad one. Less micromanagement is usually better, imo, or at least allows more focus to be put on other aspects of gameplay (like positioning, long term planning, etc.).
also, Dota has Aganhim Scepter, you dont have something like that in LoL, it would be a good adition, same for refresher.
I'd kinda' disagree on both, m'self. Aghs effects are kinda' interesting, but I personally find sticking it behind an item is kinda' cruddy. Either time or level lock additional effects, or have something along the lines HotS does -- don't hide character specific tools behind an item wall. It makes things less interesting one way or another, by either mandating the character has to get the item to perform to spec or making it so they rarely see something neat because they can't afford to get the item in question. Refreshers is kinda' the same -- if you're going to let something reset cooldowns, build it into the bloody character.
Itemization design is very much not something that's optimized from a design perspective -- it's less a matter of what's there than it is how it's used, and (as stuff like HotS shows) it's entirely possible to discard it entirely. There's not really a "best" when it comes to character progression, just several different "good"s.