As someone who has been a fan of summoning in various systems, in 5e I play a bard with Find Familiar, Summon Abherration, Find Greater Steed and Animate Object. I have one tiny permanent-ish ally, one large permanent-ish ally and a selection of temporary/concentration summons ranging from 10x tiny to 1x Huge creature. That uses the Guide to Everything books though and thr bardic secrets.
Lets just focus on the 1dd arcane list to see what a sorcerer/wizard, the base comparator, will have. Keep in mind the features of the base 1dd class.anything you propose is going to be compared to these spells.
1 - familiar (1st)- scales based on spell slot used but with no duration all wizards should be expected to have a max-level familiar 99%of the time. It is of average PC intelligence and can now attack, using the caster's Reaction.
AC 10+ Spell level (SL) (+2 if land based)
HP 2+ 2x SL (+1 escape/LR )
Attack: as caster spell attack
Damage 1+SL radiant/psychic/ necrotic
5 Animate Dead (3rd) not a Summon per se but it fits that "go fight for me" shtick. Does have the "evil" problem. They are CR 1/4 melees, don't use concentration, are usable up to 24hrs, and only need a bonus action to command. With multiple castings (and planning) you could get up to 4 of them at 5th level, though you are always down a 3rd level slot.
At higher levels and multiple spell slots you could keep a small army of them. Or just set em loose on your foes as automatic murder machines.
7 Conjure minor elemental (4th) These are mostly evil and fire based, which may be a problem thematically. It ranges from 8x cr1/4 mephits to 1x cr2 gargoyle. With higher level slots it doubles (6th = 16x cr1/4 - 2x cr2, 8th= 32x cr1/4 - 4x cr2).
Mephits have some minor specials and spells with low save DCs but when you have 8x of them, the odds change. Sleep, blindness, restrained all let you play RNG lotto.
Compare the effectiveness of many 8th level spells applied to an army vs sending 32 mephits to cast 32x Sleep spells, followed by 32x blinding dust cones then slaughter all the unconscious ones and blinded soldiers.
9 Animate Object (5th). Can have 10x tiny constructs up to 1x Huge construct. They are not great outside combat, are slow (speed 20) but are either mobile cover/hp, act as disposable flankers for melees, can surround one target and puree it, or provide weird benefits like doors that open themselves/fight people who want to open them. (I once animated a portcullis. Made castle entry easy and kept the guards busy)
9 Conjure Elemental (5th) summons a single Cr5 elemental. These are generally large, have more HP than the summoner, have many resistances and can dish out a lot of damage.
They can also run amok, so there's that.
11 create undead (5th) -again, hits the "do my bidding" role. Create an (evil) CR 1 melee that has paralysis, no concentration, usable for 24 hours, only needs a bonus action to issue orders. Can have up to three CR1 either planning & time. Using higher level slots you can have more CR1or go up to two CR2 mummies.
I dont think this is worth it for direct control but as far as vicious permanent traps or just dropping them into an enemy's camp, they are great.
13 simulacrum (7th) not a Summon but again, close enough. It is permanent-ish (can only have one at a time), doesn't require concentration, and can recreate, well, any humanoid. Did you once sweep the floor after Conan got a haircut? Well, you can make a half-hp version of Conan but with all his attacks, class features, etc. Same goes for Mordenkainen. Spells don't recover but so freaking what! Make a dupe of yourself and essentially double your spell casting for a fight. Or have spare cleric. A disposable thief!
They aren't worth healing in most cases but that's ok. The 1,000gp cost is negligible for the tesults.
17 Gate & Wish - both are very hazy in rules terms but can result in suddenly bamfing in some high level outsider. Gating in a high CR celestial while fighting demons/undead is probably a safe bet, though you may get the "lose my number or face my wrath" speech.