You can't do this anyways. The DM picks the beasts.
And I still hate that.
But also you haven't really described a good role or mechanic for rangers that make them unique compared to the other classes. It now sounds like you are arguing for a druid survivalist with a fighter archtype or a fighter survivalist with a druid archtype.
Unfortunately, Rangers do not have a role that is distinctly their own, and that is the issue that WotC designers have.
I said the role many times: A wilderness warrior who uses various skills, magic, and maneuvers to survive in the natural environment. The issue is many groups downplay the D&D wilderness and don't see how much a big deal that is.
The key difference between a ranger and druid is the druid usually commands nature or becomes one with it. Ranger don't do this, they learn nature's tricks. Because rangers don't order nature around, they are incentivized to learn the ins and outs of it. A druid won't bother learning the signs of a mama bear nearby, they can magic them away or into submission. A ranger can't do that so they actually bother learning about the wild and won't accidentally walk into a bear's path, wolves' territory, or fey party.
"Stop. We will rest for a bit then go to the river."
"Why?"
"It's an hour to zenith, the nymphs are bathing. I rather not be blinded."
"That's silly. They don't all bathe at this time everyday."
"Fey are silly. Look at the elf for example."
It it were me, I'd retool the ranger to get a "powers" like system like the warlock's invocations but bigger like feats. Each X level they pick new exploits and subclasses unlock some exploits. Exploits because that's what rangers do: they exploit the aspects of nature to survive it. For example.
STRIDER EXPLOITS (Requires level 2 ranger)
Wild Communication (supernatural): You are now a spellcaster if you aren't already. You know the
animal friendship and
speak with animals spells.
Healing Poultice (magic item): When in a wilderness environment, you can spend time to collect ingredients to make potion of healing. You can create a number equal to your Wisdom modifier. If takes an hour for you to collect and craft the potions in a lush environment and 4 hours in a barren one. After 24 hours, any unused potions lose their potency.
Seer of Natural Signs (nonmagical): You can predict the local weather for the next 24 hours, avoid natural hazards like quicksand, and know the species of the local beasts and plants within 10 miles with perfect accuracy if the natural environment has not been changed.
RANGER LORD EXPLOITS (Requires level 13 ranger)
Seeing Stones (magic item): Your links with the wild allows you to find stones which have the the eyes of the wildnerness. After 12 hours of searching, you can find these stones. These stones function as a
crystal ball (DMG 159). The sensor in the stone can only travel in the wildnerness from which it were found. If these area is one of your favored terrains, the stone function as
crystal ball of true seeing instead.
In addition, if you are a spellcaster or ever become one, you know the
locate creature spell.
HUNTER EXPLOITS (requires hunter ranger archetype)
Hunter's Prey (nonmagical): As book.
Primeval Coercion (magical): When you use the Primeval Awareness class feature and meet one of the creatures you sensed, you have advatange on Charisma (Intimidation) checks to influence them.