This entirely misses the point, though. There are 4 types of summoned surges (5 if you count Calamity Surges). With the current state of affairs, players will only ever do 1 of the 4 (and also won’t ever accidentally get Calamity Surges). The T2 and T3 surge factions (that were developed, and that got distinctive thralls and NPCs) will never be seen, as there’s no reason to summon them, except perhaps when you’ve so thoroughly exhausted the game that you might consider doing it for cosmetic purposes.
T1/T2/T3 summoned surges are all easier than T4 summoned surges - as well as far less costly - but before the patch there was minimal reason to do them. After the patch, there’s NO reason to do them - unless you’re harvesting essences to build a shrine, and in that case you’ll only do a T1 summoned surge (which incidentally is currently less rewarding than a wild surge - yes, it has 7 waves and you’ll still get fewer crafters for a much greater risk).
There should be a reason to do T1/T2/T3 surges, and restricting WS crafters to T2 would help, or at a minimum giving them reasonably low rates so it’s rare to see a single T3. When you have WS that drop a T2 and two T3s (the 12th one I did yesterday did exactly that - so it averaged out the 11th which had been the first I saw with NO T2+), there’s no reason to do T1 (which only takes 50 HS to summon), let alone T2 (50 HS, 200 ??? of Swirling Chaos) or T3 (50 HS, 400 SC). T1 summoned surges should probably get a balance pass - they seem to have been mostly ignored - but T2 and T3 need something to make them have a purpose. Right now they have most of the downsides of T4s, and their lower cost is canceled out by their inferior risk-reward balance.