In general I like the themes and look forward to seeing the rest. That said, with regard to the Animal Master one, if they allow a combat power then a survival mechanis for the poor creature that does not rely on the kindness of the DM is in order.
Actually this isn't right, trap feats can have flavor but be immensely mechanically inferior to lots of other things (see most of the new feat cruft occupying up the CB from HoS for multiple examples. The flavor is there, the mechanics are simply not). The animal master isn't a trap yet because we don't know what the rest of the other themes are. I think the Animal Master is absolutely terrible, but if the rest of the themes actually are around the same power level (and things like the Order Adept are suitably nerfed) then it won't be as bad. I'll still think it's terrible, but it won't be a lot worse than other themes.Except it isn't a 'trap'. A mechanical trap would be something like a feat that adds no flavor at all and is inferior in every way to another feat or actually makes you worse.
Full Stop. So there is a real problem with the Animal Master, isnt there? The mechanics are drastically inferior and require a lot of DM intervention to actually keep useful. How is you Wizardess going to feel when dear sweet fluffy gets nuked at breakfast and she cant try to replace her until after they get back from the Dungeon of Doom? The theme is a failure from bad mechanics.
Plus, per the text, the pet is assumed to be out of harm's way unless you direct it to move in.
I think if the animal companion had a passive and active mode like a familiar it would work very well. Then you are deliberately exposing it to danger by choice, not just watching with despair as you miss a bloodfire harpy arriving and the aura 20 auto whacks it for the entire adventure. Given there are some monsters with pretty big auras that feature automatic damage (5+) in the game, it can be awfully hard to avoid it being autosplatted in a variety of situations (not to mention places there isn't a lot of room to hide it). Allowing it to function like a familiar would really help and make any design goal that it wasn't meant to be a target pretty clear.
That's cold comfort, though, when in many, many adventures, your character doesn't get an extended rest until after they slay the big bad and leave the dungeon. If your animal companion gets ganked in the first round of the first encounter, then congratulations, you're screwed!To be fair, at 5th level you can replace (or, through re-fluffing, resurrect) you pet at the end of an extended rest.