Upon further review, we are apparently VERY loathe to give out a 1h FT3 anything. FT3 for casters in a single slot is in fact still pretty damn rare. So the stats are going to have to change somewhat.
We also don't want yet another reason to want a mage in town but not in the field.
To throw further discussion points out there, lets take the for comparison, and recall that there are 1 worse and 3 better hammers than this.
Hammer of Judgement (56).
Taking Aislings thoughts into account, I'm also expanding the discussion somewhat to include the other summoned weapons. And before you ask, the 2 hour recast time is dumb and wont stay, though reagent cost may increase slightly.
Dagger (1) - You have to start somewhere I suppose. I think its better than your starting gear, so that's something, but this won't change.
Fang (12) - Pretty comparable to your staff of tracing, but with hp rather than mana, making it better for pets (assuming you can't find a nice halberd somewhere). Unlikely to change.
Spear of Warding (20) - Saves, HP, and AC. As a pet weapon this isn't terrible.
Sword of Runes (29) - Stat wise it is inferior to the spear of warding save for it's rune proc, which probably doesn't really make up for it's bad stats. This is obviously meant to be a tanking weapon of some kind. Damage is too low to affect a pet at this point. Has the rune proc.
Dagger of Symbols (39) - This somehow manages to have even worse than the previous one stat wise. The ratio is supposed to mean it's better, but it doesn't help the pets, and even the most untwinked player would have better by this point. Proc rate seems to be roughly the same (minimal).
Blade of Power (64) - Pretty good stats and at least it looks awesome. Proc rate seems to be roughly the same (minimal).
Spear of Power (64) - Same stats, same proc, but at least this one can argubaly be useful to a player sometimes. Proc rate seems to be roughly the same (minimal).
Dagger and Fang won't be changing. So we'll ignore those. But lets have some fun with the rest. Lets even out the stat progression.
Lets call the swords defensive, as they all have a rune proc.
Lets then call the spear offensive, and change the proc to something damaging.
Lets then call the staves utility, and give them misc self procs. (I can't seem to find anything appropriate at the moment, so would be up for suggestions on that front.
Summary
Dagger (1)
Staff of Tracing (8) - 1h | +5cha | rec level 4 | + some self proc
Fang (12) -> Fang of Tracing for consistency sake
Staff of Warding (16) - 1h | +10cha | rec level 12 | + some self proc
Spear of Warding (20) - add
Ignite proc | minimal proc rate
Staff of Runes (24) - 1h | +10cha | rec level 20 | + some self proc
Sword of Runes (29) - add 5 sv all
Staff of Symbols (34) 1h |+10cha | rec level 30 | + some self proc
Dagger of Symbols (39) - +25 hp | replace proc with
Ignite | +proc rate
Staff of the Magi (55) 1h | +10cha | rec level 50 | -1FT | + some self proc
Blade of Power (64) 6 sec recast | 2 pearl reg | +proc rate
Spear of Power (64) 6 sec recast | 2 pearl reg | replace proc with
Ignite | ++proc rate
Thoughts and complaints welcome, this is still probably a few days from being near final.
As for the unequip thing. It doesn't seem impossible, but I'd have to take a look at how pets do items. Given Zaela's familiarity with that part of the code and her recent boredom, perhaps it's something she'd like to take a look at. Whether current pet gear is balanced around being irretrievable is not something I'm currently up on.