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Try not to compare the classes, it doesn't serve anything other than creating class envy. The classes are not the same and have different strengths and weaknesses, so they are apples to oranges.
The better approach is to look at the class in question and consider how it functions concerning the content. Does it have the right tools within its focus? Does it apply them well. Are the pros/cons of the class balanced well? and so on.
As for the necromancer, the pet has the ability to wear any armor and weapons in the game. This is extremely powerful (when it is fully realized and implemented properly) so consider this in the evaluation.
As for the pet level issue, I don't know what their stance is, but there may be a reasoning to it, so lets consider that...
You aren't supposed to be losing your pet constantly, so... taking the time to get the ideal pet rewards you with a higher level one, add in gear and you have a very powerful pet that can be customized with your gear. If you are good at play, you won't have to constantly re-summon the pet, so... the reward for such success is retaining a higher level pet due to that play as well as the effort you put in to summon it. This could be the concept of it.
Also, if you notice, the spells you get, it helps to provide a concept for the play. A necromancer starts very early with a snare, dots, and debuffs. The snare + the dots combined with your pet attack provide the means for you to "kite" a mob using the pet as an additional dot. This is the method of approach which will be generally the concept until you develop the abilities for your pet to be more durable later on, making "taunt" a more useful tool.
Timing in collection and killing is likely to adjust over time, but... especially as you level up. Time to harvest is improved by getting better tools and increasing your skill in harvesting. This is the game play progression, so expect over time harvesting to speed up as you quest/adventure to improve those statistics.
As for the map, there is one coming, but keep in mind the point of the game is exploration, not theme park ride follow the map points to your next objective. So in that, there is game play and if you notice there are many aspects of play concerning that lack of feature which theme with the overall approach to the game play.