... my comments below mostly address what happens if the druid is alone, or with one other player who isn't a cleric.
Guard/Attack - The pet will defend itself, but will also run off after creatures trying to kill them (quite pointless when the druid is a ghost) and again is unlikely to survive the trip to the temple and back as it can not be fed or healed.
Stable - this is the best chance of survival for the pet, but makes things a bit more difficult for the druid, as he must return to his body, get his things, and get to a town or stable without a pet. Of course, does have the option to abandon the body and whatever was on it ..
What I would suggest is changing the behavior of pets on Guard. In my humble opinion, a pet on guard should attack creatures only until they stop attacking the druid, and then either return to the guard state near the druid or attack the next creature attacking its master, if there is one. In other games I play, units have a "defend" command that causes them to follow another unit and defend it, but they will not follow a retreating opponent away from the unit they are defending. Such behavior makes more sense to me than having the pet chase after something that's nearly dead and running for its life while other nasties are trying to kill their master....
I can testify to seeing at least a third of all Pet deaths (those Not due to lag /freezing, so I suppose about 1 /4 overall as a total) caused by druids who don't-issue Pet commands, in time. It's more than just: "Heel!" as I'm referencing times when the Pet is still within-range of a Magical creature, such as a Bracken, which still seems able to cast about 6 steps away (the screen edge is 4 Up, 5 Right, 6 Left, and 7 down, so that's still potentially 3 /4 "middle-of-the-edge," cases; though don't worry, the range of this hidden casting rate is also-comprised of essentially 2-more edges per each corner: of which 8 cornered-egdes again only 3 /8 are really within-range, I think, of that such that only 6 /12's of the time - 1 /2 - now we get hit by, say, Bracken and 1-step or-so further we can still "see the whites of their [names]."). Unless a Pixie, which-too is Magical (if low in h p), few Pets other than a slow Gooey or a not-fast Blink Hound have enough Resisting Magic to survive several Lightning Bolts.
Druids would then acquire the same choice that other players have, the choice whether it is worth chasing after something to kill it for the loot, or let it go and pursue other goals. Yes, the same can be accomplished by issuing multiple commands (heel, then attack, etc.), but in the heat of battle it's a bit much sometimes trying to do everything else one needs to be doing plus constantly issue pet commands.
This would also mean that a druid who is lagged or temporarily frozen would have a much better chance of surviving the incident if the pet is on Guard, as the pet would stay near the player and automatically defend him/her from attacks. Thus, after a lag or freeze, the player would have the chance to recover from the incident without severe consequences by feeding and healing the nearby pet and him/herself instead of finding him/herself a ghost whose pet is off somewhere chasing something and s/he will likely not be able to find, summon, or heal the pet before it is lost.cf0d6ff356="Heike"
Personally, I feel that our pets should turn to booze and cheap hookers when we die.234c2dd2e0="Isen"