Yes.
Every ranger should have, roughly, the class feature variants primal spirit companion.
The beast conclave would specialize in boosting it.
This would give Rangers a default identity.
After buffing second wind, it means that the 4 "warrior" types each have a "pool" of extra durability beyond their HP pool. Barbarians get rage, Paladins lay on hands, Fighters second wind, and Rangers a primal companion. "HP sinks".
Alternative class features, that swap the default companion for something else, would be pausible. Like a feature that swaps rage damage bonus, or action surge. But the default should have been a companion.
As a sketch:
L 1: The Hunt, Primal Companion
L 2: Fighting Style, Spellcasting
L 3: Conclave, Improved Hunt
L 4: ASI
L 5: Extra Attack
L 6: Guide
L 7: Conclave Feature
L 8: ASI, Strider
L 9: The Hunt Eternal
L 10: Stalker
L 11: Conclave Feature
L 12: ASI
L 13: Improved Guide
L 14: Vanish
L 15: Conclave Feature
L 16: ASI
L 17: Perfect Hunter
L 18: Feral Senses
L 19: ASI
L 20: Hunt's End
The Hunt: Component and concentration free HM, once before taking a long rest
Companion: Primal companiom from CFV.
Improved Hunt: Starting at level 3, your companion gains the benefit of your Hunter's Mark, and you can use it wisdom bonus (min 1) before taking a long rest.
Styles: Archery, Defence or
Coordinated Assault: When you make a two weapon fighting bonus action attack, you add your attribute bonus to damage, and your primal companion may also make an attack.
Guide: You can expend a reaction and a spell slot when a creature that can see or hear you makes an attribute check. The attribute check gains a bonus equal to the spell slot used, up to +4. You can do this after you see the roll.
Strider: Starting at level 8, a Ranger gains 10' speed, ignores difficult terrain, and gains a climb and swim speed equal to half of their speed.
Hunt Eternal: When you cast Hunter's Mark, it lasts forever on the initial target. You can cast hunter's mark on a creature you are tracking or on any creature you can see, hear or smell.
Stalker: When you make an attribute check that adds your Stealth proficiency modifier, you can add it twice. If you have any cover or concealment from a creature and your passive Stealth is greater than their passive Perception, you have advantage on all attacks on that creature until the start of your next turn.
Improved Guide: You can expend a reaction and a spell slot when a creature you can see makes an attack or a saving throw. That attack or saving throw gains a bonus equal to the spell slot expended (max +4). You can do this after you see the roll, but before the result is determined.
Vanish: As a bonus action you can become invisible until the end of your next turn. You can do this once before completing a short rest.
Perfect Hunter: If you have Hunter's Mark on a creature, they suffer a 1d6 penalty to all saves you impose on them, and you have a 1d6 bonus to all saves you make that they impose on you.
Feral Senses: While not both blinded and deaf, you are aware of every creature within 60' of you. You do not suffer disadvantage for attacking hidden or unseen foes, and they do not gain advantage against you.
Hunt's End: When you deal damage to a creature subject to your HM, you gain temporary HP equal to the damage done. If you start your turn with temporary HP, you can sacrifice it and gain a bonus to your first Hunter's Mark damage roll equal to the temporary HP sacrificed.
Or somesuch.