I actually like the summoning rules (though I know I'm in the minority there). What follows is my opinion on how these rules work, and as such, involves some rules interpretations that not everyone agrees with (though nothing that's a full-on House Rule).
I'd argue that the first roll (the roll to summon the creature) is basically a really good magical version of a Contacts roll. You get a character. Not a pile of stats, but a full character with wants, needs, stats, and a full personality. You then have three choices:
1. Continue with this as you would if it were a mundane Contacts roll and make a deal. This might be done as social combat or pure roleplaying. In any case, it's completely non-magical, though the price you pay for aid might be either magical or weird.
2. Engage it in mental combat using it's True Name. This is a long process (since it's done on a per exchange basis), and will usually leave the critter pretty beat up (ie: with consequences full)...depending on how much it resists, anyway, and how powerful it is. This is also risky as anyone can do it to your critter if they find out it's name.
3. Use the "full transformative effect" option, which consists of enough shifts to kill the critter (actually, probably around 34 if all it's Consequences are in play)...but an effect like this doesn't actually inflict any consequences, it's just an attack big enough that they wouldn't help. So the critter is now bound to you and Consequence-free...but this isn't precisely an easy thing to do. It's much easier for nameless minions who will never use Consequences since you can just do their Discipline +5 plus their Mental Stress Boxes +1 (not usually all that high a total)...but those are minions, and won't use their Consequences vs. your enemies either.
Of those three, the last is surest (though most difficult)...but the first is probably the best way to do it, since it won't ever net you Lawbreaker (which the other two can, if you, say, order your minion to kill), and isn't actively violating the free will of something that might be vengeful later.