It looks like they're using minion code to create the pixies/etc, when they should just drop that and simply make it generate a projectile that stays above the player's head for the duration and creates other projectiles. That being said, I imagine a quick ask in a major mod's discord might reveal a simple fix to not have a summon occupy a minion slot. Another alternative would be to have it occupy a sentry slot, instead.Pixies/Nature Guardians shouldnt occupy minion slots, but Hallam (main developer) doesnt know how to fix that
Seedbags are quite different, cause they have different mechanic. One can have high damage, but really small radius, another - small damage but high radius.
For the progression, you know, recipe browser and boss checklist are very helpful.
So far, the seedbags all seem to suffer from the initial projectile being affected by gravity and surface impact, so they take planning (laying platforms). The problem with that is, even if you prep with platforms, it's still difficult to get the shot where you need it on the platform you want it on in time to be effective. I notice deathweed fires homing shots once placed, which is handy, but only a few (six?); nightshade still performs better, being able to damage at point of impact, above it, and below it. in an area; it's a bit unreliable past the sprout (the random upward fire and downward rains), but it still covers a lot of area.
In pre-hardmode, it's something to just have to work with, but I got eyeball seedbag and nightshade still outperforms that, and it seems like seedbags, in general, are better suited for (heh) farming (I've been using them to farm the agonizingly slow-to-accumulate small souls), although I was able to get my defense high enough to use Nightshade and just stand there and let its area of effect up/down attacking kill expert Eye of Cthulhu once I'd done some gear prep and potion collecting (and Halloween candy).
I'm hoping something later in progression makes seedbags more directly applicable in combat... maybe a short-range projectile that just "explodes" into the relevant bloom, which does that bloom's standard attack for a few seconds before dissipating without needing to land on a surface first.
The Coldblooded Druid armor also suggests post-EoC mod progression should involve the ice biome, but I don't see how except in a general "still need run shoes, mirror, etc" fashion. It renders an important reason to explore the ice biome (finding Ice Skates) redundant for the duration. There's already so little reason to go into the ice biome (although it DOES lack tile-piercing enemies... no worms or spirits.)
Food for thought.