It also specifically says under the Warlocks Path of the Chain entree that they are able to use more able familiars, while not listing the same under the Find Familiar spell. It is treading on the shoes of the Warlock, and stealing a key feature from one of it’s pacts which is beyond the remit of the rules as they stand.
And using a familiar effectively is not quite the same thing as abusing it!
No it doesn’t. The MM simply refers to ‘spellcasters’ without referring to which ones. There are no rules in the MM that aren’t referred to already the Player’s handbook (telepathic link etc), and no explicit rules in any book to determine that Wizards, Sorcerers, Bards, Druids or Clerics can have links to these types of Familiar. And there are no rules for part time Familiars either - if they aren’t spiritually linked (as detailed in the Find Familiar rules) then they aren’t really familiars.It is the rules in the MM that call allow for other spellcasters to bond with some of the special familiars. Variant rules, for the DM to decide to use and how but they are there. No player should expect his wizard to gain an imp familiar, but having the possibility as an option is not a bad thing.
Using a familiar in a way that could lead to it's death is part of the whole find familiar spell and following the casters orders is mandatory, so forced servitude of an intelligent creature that risks it's life is questionable. Now the spell allows for the familiars summoned with it to be resummoned if killed, so that makes it a little less horrible. A found and bonded free range special familiar like we are talking about is under no obligation to follow every command but also doesn't come back to life if it dies, so the social dynamic between the familiar and spellcaster is different.
You’re experience is bunk. I play a Warlock of the Chain in my regular bye-weekly campaign, and there are plenty of people who do play those characters, regardless of your own experience. To me, it’s the best Warlock pact because the material presence of the Familiar really brings out the full roleplaying possibilities. Moreover, it’s not for you to decide what other people think is popular or not.I wouldn't say you're ruining the Warlock as a class; you're just evaporating one of the three specialties. In my experience, chain-lock's the specialty that absolutely nobody ever takes. So there's no point in reserving the concept of more powerful familiars to a class specialty that's never gonna get played. And the pseudo-dragon familiar variant is a completely different critter from the summoned "pseudo-dragon" familiar. Summoned familiars are magical spirits that take the form of a specific critter in order to serve their summoner, where the enhanced familiar pseudo-dragon is an independent critter that works for a spellcaster as long as it feels like it. Summoned familiars have no choice.
To me, it’s the best Warlock pact because the material presence of the Familiar really brings out the full roleplaying possibilities.
Voice of the Chain Master is a really, really good invocation to go with your flying, invisible familiar.But how's that different from any other caster with access to Find Familiar? The only bump chain-lock gets is that their familiar can be a pseudo-dragon, an imp, a quasit, or a sprite. And until this edition, every one of those options (except for the sprite) was available to wizards. So they've taken what was a default option for the base arcane spellcaster and restricted it to one facet of an uncommon class. I've got no objection to restoring the option for other casting classes, or for that matter, for folks with spellcasting feats. And in my opinion (and a fair amount of other folks, too) the chain-lock is seriously underpowered. If they want the chain-lock to be a real powerhouse, they should give it options for binding all kinds of critters to its will. And giving it the option to cast Hold Person at 15th doesn't cut it.
The rules in the Player’s Handbook are clear - these types of familiar are a Warlock only feature. The MM is for DM fiat alone, and doesn’t indicate that the PH book is wrong in anycase. People on this thread, as stated, are just trying to have their cake and eat it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.