I am not sure that I'd call those mobs summons, summon is something cute, interesting or sinister that can sit on be for a while or be summoned to do a really cool attack (or both). Those guys look like animated mobs. Spells/casting animations that are cooler than what we have should be a priority at the moment.
Massive spells for Water and Ice as well, I have ideas for both but it would be executed in a similar manner as the Tornado, as in simple animation made better through Ren'Py's ATL. We have really great stuff for Fire, Electricity and Earth. Wind is really decent as well. We could replace some of the simpler spells as well but it's not a priority since most of those are great and we already have animation for a lot of buffs (unless the have an array of animated status icons as well, I think that we have normal once somewhere, or maybe I do).
Edit: ====>>>
Most of those can actually make decent summons.
I wonder if there is some general rule they use for animations... or do they have special code for every animation sequence like we have in Ren'Py ATL image definitions. I noticed that to save space and improve performance, they cut all outer-bounds for all images so animations are not only not made up of uniform images but I am yet to see a common pattern to work with (like get the largest image from animation sequence, pad all smaller images and position them in the middle for example. I'll keep searching for pattern(s) looking at the once I like, even with common rule, I'd have to code a special class, without one, we'd have to do it by hand and it is a very complex and annoying process, especially since the best animations from the source have like 30+ to 50+ frames.)