And that's what I mean. If a Summoner is building an Enmity system and only focuses on the Avatar, that Summoner is missing the larger of the two halves of the build. There is significantly more -Enmity that the player can wear than +Enmity that the Avatar can wear.
While I'm not necessarily disagreeing, there's another faucet to player enmity and avatar enmity.
It depends on what you're trying to do. Enmity increases/decreases only occur when that particular character is doing something. So how much of a net difference there is depends on how much you do as a SMN compared to your avatar.
If your avatar is generating significantly more actions than you, typically in an auto-attack scenario, or Summon-BP-Release role, basically anything where you're not primarily support and doing more than BPs/Pet Commands, then you're better off looking at primarly Avatar Enmity+. If you're not doing more than commands, but your avatar is doing multiple melee swings, high damage, or high cures, then your enmity is minimal as it is and your rate of increase is insignificant compared to the Avatars. There, you don't need player enmity-. There, the net difference is only seen a handful of times. You should try to get the highest Avatar Enmity+ you can.
However, if you're in a full support role, and you as a SMN are doing a lot of actions (Cures mostly, but multiple buffs and status cures affect it too), then you'll see the net difference most of the time. As a SMN, you're matching your avatars number of actions, so you should try to get the highest net difference in player and avatar emnity.
So, what is the main point of this PowerPoint presentation, SMNs need multiple emnity sets! Huzzah for more
gear sets in the name of optimization.