Warning: I wrote this post out of boredom, so it will be dumb.
A few more adjustments might more or less fix Beastlords and put them in a better position, but I think in a lot of ways Beastlords just aren't very interesting. Shamans aren't a great class to be a hybrid of, and for one of the weaker melees among the hybrid classes they don't get a whole lot of spell power to show for it. Even most of the bandages they've gotten (Cunning, the new pet procs) tend to be passive buff things, stuff that goes "hey look, you really are useful!" without actually making the class more fun to play.
My boredom-induced idea is to rebuild Beastlords a bit, both in terms of styles and spells. As a class that is supposed to go into melee with their pet at their side, I think pet micromanaging could be an interesting concept for them. Also I remember back when BST were released on Live they originally summoned through their pet through an ability and then buffed them up and I think something like that could be neat if it was automatic.
Stuff
Inherent Ability: Companionship
A Beastlord and his pet are as one. Rather than getting a new pet each spell level, they get one pet summoning spell at level 9 which scales up in power with its owner. The pet's level is automatically 9/10ths of its owner's level, its HP and AC are 80% of its owner's after items but before buffs (HP still increased by Companion Health), its damage scales up automatically with level and also receives a bonus based on the ratio of its owner's weapons or fists (still increased by Companion Strength and Codex of Power), and it receives 50% of its owner's resistances from items. They also share the Beastlord's defensive skills/avoidance chance. Oh and size increases with level too (it already does, technically).
In addition, the pet benefits from its owner's Focus Effects and worn Haste and maybe Critical Strike and nuke/heal crit? - though maybe requiring an AA since it's starting to sound like that Mage AA.
Endurance Abilities
A Beastlord's Endurance steadily fills as long as both the Beastlord and his pet are in melee combat (or if the Beastlord is casting a spell, as long as they are in melee range of their target). They can spend their Endurance on instant abilities centered around managing their pet in melee. Like the Warrior abilities, some will have constant percentile costs while others will have flat costs and thus be usable more often as you gain more levels and max endurance.
/s 4 - level 20 - Blood Scent: Increases your pet's melee damage the lower its target's HP is for 10 seconds. For example, if its target was at 25% HP, its damage would go up by 75% for the duration. 1 minute reuse, flat cost.
/s 5 - level 30 - Turtle Spirit: Decreases damage incoming to your pet by 25% for 10 seconds. 10 second reuse, 25% cost?
/s 6 - level 40 - Spirit Guise: The Beastlord transfers 10% of their aggro with their target to their pet. 30 second reuse, 50% cost?
/s 7 - level 50 - Monkey Spirit: The Beastlord's pet mimics any single target spells the Beastlord casts in the next 20 seconds, including heals and pet heals. 1 minute reuse, big flat cost.
/s 8 - level 60 - Spiritual Empathy: The Beastlord diverts 50% of incoming damage to their pet for 15 seconds. 3 minute reuse, 80% cost? maybe usable at any % with duration scaling to Endurance used like current Warrior Enrage, so that it can be used at the drop of a hat.
/s 9 - level 65 - Dragon Spirit: The Beastlord's pet growls, tracking damage it takes in the next 10 seconds. At the end of those 10 seconds it unleashes a PBAE nuke equal to the amount of damage it took, capped at its current max HP value (before focuses etc?). 10 minute reuse, 100% cost?
Spells
Getting a little too tired to set out an entire spell list like I was intending to when I started this post, but basically two things here:
*Possibly take out Cunning, mini cunning, maybe Savagery, their current Runic spells, and most of their existing offensive spells.
*Add two-ish new spell lines/concepts:
-nukes and dots through the levels which have various short term pet-buffing recourses. So you have your crappy nuke, but attached to that crappy nuke is a short burst of pet haste, or extra pet AC, or pet resists, etc. Perhaps something like Harsh Winter, which increases your pet's spell damage, and which can be combined with procs and Monkey Spirit stance for enhanced damage. Synergy with endurance abilities in general would be a plus.
-short term pet proc spells that stack with their long-term proc buffs, with various effects: a fire one might add a big fire damage proc and fire resist for the pet, a cold one might add a moderate nuke and root/snare proc and cold resist for the pet, magic a pbae nuke and magic resist, poison a strong single-target dot and poison resist, disease a pbae disease dot with AC debuff and disease resist, blah blah blah. Dual purpose and more active decisions regarding your pet.
Loss of Cunning and Sav might be a big hit to overall "contribution" but I think maybe the enhancements to the Beastlord's pet might make up for it somewhat. As some people have said about Enchanters, doing the damage yourself is much more fun than passively increasing damage for someone else.
I'd still leave Beastlords with their other long-term buffs and slows. Maybe expand pet heals, add a divine unbinding-like pet-only spell, etc.
/ramble off