For a "party friendly" Summoner, meaning primarily that your turn doesn't take 3x as long as everyone else, and you don't cause direct comparisons that make martial classes feel small in the pants, I recommend the following:
1) Master Summoner. Yes, it's the most powerful archetype. But, it downplays the Eidolon (often the biggest source of friction) and you're not going to go summon-crazy anyway, you just want the greater summons/day and the free Augment Summoning.
2) Take Evolved Summon Monster instead of Superior Summons. Possibly multiple times. Focus on summoning a single strong creature instead of a horde.
3) Make your Eidolon a utility-type, giving it evolutions like Skilled, movement types, and sensory modes. Possibly some durability. But not combat stuff - during combat it should be taking support actions only. Extra Traits as a feat, and then giving it the Helpful and Suicidal traits, is a solid option.
4) Once you have a summon running, sit back and use support actions. Cast buffs, use Aid Another, hand people things, whatever. The point is, you're only taking one offensive action (your summoned creature kicking ass), not three of them.
5) If the fight start going really badly, you have the option to take the gloves off and summon multiple things. But keep that in reserve until you need it.
6) Alternate option: If you're not afraid of overshadowing the skill-types (or maybe your party is lacking one), then going normal Summoner instead of MS will give you a better Eidolon, at the cost of your emergency backup plan being less potent. Again, don't use it in combat, use it for the skills.
With this style, you may be fine. Unless the party is so low-op that a single summoned creature makes them look like crap, anyway. And you have huge endurance, enough for 10+ fights a day.