Mech abilities really should not be tied to the traits. Just give us a skill selector over the command skills like Utility skills. Picking traits for Skills instead of their effect feels really bad. Being stuck with unfit mech skills because you wanted a specific trait effect is equally bad.
Master traits should not inheret player stats, it just limits build variety. Instead just have the traits give flat stats to the mech so we can have Support Engineer with DPS Mech, or other combinations. As it is, the master traits isn't really a choice you make. If you got lots of power in your gear, ofcourse you are going to take the trait that shares it with the mech, same with condi builds or support builds. You aren't making any interesting decisions here, just repeating the decision you made for your gear set, a decision you already make too many times.
Pet AI remains clumsy, especially in pathing, to solve this I suggest an additional Function key (best suited at F1, with existing skills moving up one) that is a Contextual Command skill.
Essentially a ground target, no cooldown (or tools trait interaction) 1500 range command skill that behaves differently based on what is within the ground target circle:
If the player is in the circle, the pet will stay around the player, only attacking enemies that the player attacks if they are in range.
Else if an enemy is inside the circle, the pet will focus on that enemy, following it as nessesary to attack it.
Else the mech will guard the area targeted, not moving unless the player goes too far away, only attacking enemies in retaliation
That would cover both return to me and attack target without using multiple buttons or forcing us to click on the GUI for the desired behaviour.
Two of the Adept traits are essentially "Golem go punch". Consider turning the condi one into flamethrowers to differentiate it from the other and give it more personality. That way we pick the mechs auto attack style with the Adept trait, chosing from Ranged guns, Punchy fists, and Flamethrowers.