Emet is getting a significant (and deserved) damage nerf. Besides maybe bugfixes and hopefully mastery changes (!) I think that will be it. Honestly, I expect him to be pretty weak after the patch. To make up for it, making the highly situational respawn becon more viable would be the preferrable way to go.
I also noticed that there is little to no synergy between tool 2 and 3 of Emet, whereas Val, Lazarus, Caira and Slim definetly have some sort of synergy.
Finally, something that can annoy some Monster players, is when it is placed right in front of you but is not destroyed immediatly due to its high initial healthpool.
So here is the idea:
Instead of starting with 300 health, the beacon has only, lets say, 60. BUT it can have up to 1600. This is where the synergy comes into play: The beacon can be healed by the buoys and their heal burst, if within their range.
Like this the Monster has to pay attention to the beacon much sooner, otherwise it will take too long to destroy it. At full health, which can be reached in about 26 seconds of 30 hps healing including 2 healbursts, it will be a nightmare to destroy in the 4 remaining seconds. But if the monster chooses to destroy it within the first 4 seconds, it will take about one medium to strong ability and it is gone.
This overall makes it more rewarding to place the beacon far away and let it heal up while the monster is coming (or not).
Extra: overpowered deployables
The buoys can heal ALL deploayables up to 3 times their current inital health (except the Shield Drone, which would have a total of what it has now).
For most deployables this would be 75 maximum, so they can sustain 1 tick of Fire Breath. For Buckets Sentries I would put this at somewhere between 200 and 300 and decrease their inital health.