I, Robot
I've noticed the lack of updates on our supposed PUP guides and after cycling through a few jobs I've come back to PUP yet again with more appreciation for what it can do. That said, I'll be sharing my experiences on how to be a successful PUP. The job allows for much room and flexibility in playstyle. This is not for a "watch me outparse all these jerks" mentality, unfortunately SE tends to take care of needed adjustments to PUP after most if not all other jobs. PUP, however, is a great soloer and a lot of fun. I'd appreciate some patience on this thread as it'll take some time to get the formatting down and it will be a work in progress as long as I'm online. Keep in mind that just like the stuff you learned in school, you'll have enough memorized to get by with after enough experience and may eventually look back at this in disgust and disdain. Much of this is elsewhere written more neatly and clearly so check it out elsewhere on this forum or as much as I despise it, wiki.ffxiclopedia.org. I may just delete the basics tab if I get enough complaints. A full list of attachments will likely never appear here, sorry folks. Also I have next to no knowledge of coding this in a fun and exciting manner so be prepared to be bored out of your minds.
Basics
I could tell you about the mechanics till the cows come home but it's really best if you get a basic understanding and explore on your own.
Maneuvers
This increases stat boosts by passive attachments with bonuses to damage reduction, accuracy, attack, etc, and activates certain latent effects of attachments like Auto-regen and Auto-refresh. It also allows equipped attachments that grant access to abilities activation upon appropriate circumstance. Some will be used immediately upon the recast ending like Flashbulb, and some will be used when necessary (when recast is up) like Eraser.
Overload and Burden
Some pilfered from here. Has pictures and stuff. Fun.
Each element has its own value of burden that decreases over time. Zoning and activating set this number at a static value as well, a rather high one until you get acceptable burden reduction gear. Every time you use a maneuver it adds a static amount to the number. The rate at which burden decreases is boosted by Heatsink, so be sure to use it at lower levels as well as higher ones depending on your attachments, see below. There is gear to increase the threshold of burden. This allows you to accrue more burden before risking an overload. Every maneuver that puts you over the burden threhold has a set chance on the likelihood of overload based on how far over the threshold the maneuver puts you. Overloading lowers movement speed of the automaton and gives it +50% slow. This is something you clearly want to avoid so be mindful of this at all times.
Skills
Your automaton gains spells (as mage) based on the magic skill level. All skills affect the automaton in the same manner as players.
Automaton AI
Good info for each especially in-depth AI on Automaton spellcast located here.
Your automaton is dumb. Really dumb. It's your job to tell it what to do so it's really only as smart as you make it. This means you may effectively be screwed beyond all hope. It has priorities based on maneuvers active and battle conditions. I've no experience with Harlequin beyond when I unlocked PUP so I'm not gonna bother giving advice on that, it's just a frame you're stuck with for a few levels unfortunately.
Sharpshot
Nothing special, shoots whenever the timer on its ranged atack is up.
Valoredge
He'll Shield Bash every time the target uses a spell or tp move and the timer is ready. It's not always in time as some abilities have instant activation.
**Note for mage frames**
Mage frames have two recast timers. First is the universal recast timer, the delay between the end of the last spell cast and the start of the next. This is fixed and is only affected by Heady Artifice giving Stormwaker Chainspell. Aside from a universal timer there is a timer for every type of magic which must pass again for use of another spell of the same type. Mana booster gives a fast cast effect which can make your automaton cast much more effectively in the long run. Will not cast on mobs with high enough magic evasion relative to their magic accuracy if Scanner is equipped. When fighting mobs like crabs that have MP but no spells, Stormwaker and Soulsoother will cast Silence without a Scanner equipped.
Stormwaker
This guy likes to buff you in order of: Protect > Stoneskin > Phalanx > Shell > Haste. After Phalanx is taken care of, with no mauevers up, this guy will buff the rest in between nukes and enfeebles. Like Spiritreaver if the enemy is low enough on HP it will attempt to finish it with the lowest nuke that would deal enough damage to finish it off, assuming the nuke went unresisted.
Spiritreaver
Will drain if HP is missing below a threshold, increases the % it starts using drain at with Damage gauge. It will also use Dread Spikes. Alternates between the two strongest nukes it has when the nuke timer is up but the recast for the strongest nuke itself is not. This head has access to Absorb-INT and will use it with a dark maeuver up. A dark maneuver up will also cause it to use Aspir and Aspir II. to keep its MP above a certain threshold, and when it gets too low it'll use these without a maneuver up. Keeping a dark maneuver up at too low a threshold (but the enemy isn't giving up enough MP so its MP doesn't refill) will keep it using Aspirs while putting nukes on the back burner, so an ice maneuver will prioritize nuking again.
Soulsoother
This is what you'll be using most often of mage heads. Access to Cure V/VI and -na spells. Buff priority is Protect > Shell > Haste. Light maneuvers allow it to cast healing on others, and water maneuver allows it to cast -na spells on others. Always use Damage Gauge, it even shortens the healing magic timer. Oddly has access to Bio and Bio II. Always heals whoever has more hate be it PUP or automaton first, followed by the other. Other party members come after. Will buff other party members if they are the target of the engaged mob. Regen will be cast on the target of the mob if it's DC or above.