I use minions fairly often. Currently I am running the H series of modules and have made a point to re-design encounters to include more minions to satisfy my controller. But I don't have any great love for them overall.
Interestingly, the wizard player was absolutely enthralled with Arcane Power and she asked me about a total rebuild so she could take some of the new stuff. These powers, and how she chooses to use them, seem more useful against traditional opponents, so now I am re-thinking how I handle encounters.
Most notably, her current favorite tactic is to summon storm pillars to reduce movement options for the enemies and then make more focused attacks against tough opponents. She also seems to enjoy powers like Force Orb that only grant a secondary attack as opposed to burst or blast effects.
I am not entirely sure why this shift happened, to be honest. What I do like about this change is the fact the team seems to be working more in concert with her powers (forced movement into the pillar, for instance).
There are some definite builds that will make you more effective in combats without minions. In fact, a lot of the summoning spells seem more inclined towards that kind of action. But I haven't examined the entire suite of powers to see if that impression holds up over the long term. There are also other spells in Arcane Power that inflict conditions and modifiers as opposed to sheer damage, and those are always helpful against standard opponents. So if your DM is leaning that way, and that sounds good to you, I would talk with him about working together towards that goal. That way you can get a good idea of what kind of build you need to remain effective.