SancSlayer4/Gendarme4(Cockatrice)/SancSlayer8 with Animal Domain and Trickster gets you everything (Pounce + Swift Hop) at lvl 12/Mythic4 plus Community or Nobility on top of Travel and Animal with auto-Shaken to boot from Persuasion Trick 1 and Acolyte (Wis to Persuasion). You're also swimming in Feats and save a Mythic from not needing Impossible Domain.
Plus you still get all the good INQ stuff: WIS to Initiative, Perception/Intimidation per lvl/2, Solo Tactics, so I can't fault you for going that way.
Divine Hunter is probably a better fit for Aeon (although Bane use stacking is handy) since it saves the Mythic you'd have to spend on Impossible by avoiding Animal Domain altogether and gives you a better spell mix that also frees up the Cam/Aru slot which is big in it's own way. You can either do the Gendarme splash there as well to get Pounce earlier or stay pure to develop your (better) spells and (worse) class abilities. At the end of the day all the extra feats just get you there earlier rather than being essential to class function.
Crucially it comes with Martial Proficiency so can be played without a splash or burning a feat for it, unlike the Inquisitors.
I think Hellknight is the only full BAB class that can get a Domain, or is supposed to. If you're very patient (end of Fane for Domain Zealot) you can get it from Trickster on any class though.
I think I'm saving Trickster for a potential Legend finish - if I ever get around to that.
For now I guess it's back to the SS concept.
And the Str Vs Dex dilemma.
Edit: I feel like you're overstating the redundancy of Inquisitor and Aeon Spells, Desiderius. Aeon progression is SLOW, at the end of act 3 you get access to what, 2-3 level 2 spells? And Mythic spells are usually so good, you'll want to devote like 80% of your slots to them.
Plus you can make really good use of more copies of Divine Favour/Power, Magical Vestment, Death Ward, Freedom, Crusaders Edge, Protection/Resist Energy, Shield of Faith, Remove Fear, Protection from Evil/Chaos (Communal lasts only 1 minute, therefore sucks)...
Hell, with the added spontaneous spell slots, you can even become a support healer in a pinch.
Frankly, I don't think a Hunters spell list compares favourably at all. In general not a fan of the druid/shaman spellbook in these games. And for me Sense Vitals + Lead Blades are not enough to vindicate them. A ranger at least also gets Instant Enemy... but Owlcat broke the obvious Favoured Enemy pick in this campaign.
That makes a lot of sense, although I found when I did Huntmaster on Lann I was duplicating a lot of what I already had from Daeran/Sosiel and/or Ember and eventually Seelah, who is autoinclude. If you tack on several levels of Gendarme on top of that.. I think you're you're going to be pretty disappointed in the results.
BTW, one minute is plenty for Protection, Communal. When you need it you need it (a certain vampire fight comes to mind - it gives immunity to mind control) and fights don't last ten rounds. It's pretty spammable once you get the Mass Enhancements.
Inq vs Hunter:
0) Hunter starts with Travel Domain and full non-Horse Mount.
1) Hunter has Martial so you *can* just stay pure getting faster progression
2) Hunter replaces a Ranger slot (Aru) and actually upgrades your spell capability there since you have caster level +3 or the addition of Domain spells if you do splash the Gendarme. Inq can't replace Sos/Dae so you're a slot down and just supplementing them (and Seelah eventually). I found myself overloaded with those kind of spells by the time Lann Inq came online and you'd be even slower with the Gendarme.
3) Wrath is a much higher rest game. It's more about being able to spike. So even one or two Aeon slots of Divine Favor can be enough. Are the first level Aeon spells even good? I don't remember that. Likewise with Vitals. Now I'd be taking Abundant on Hunter to get Barkskins too but you end up with like 8 or 9 casts I think. Daeran was over ten. Does Spirited Charge double Sneaks anyway?
4) Relevant (unique) Hunter Spells: Bulls/Bears/Cats/Owls, Mass, Sirocco, Stoneskin, Communal, Ally VI, Tar Pool, Cave Fangs, Vinetrap, Nature’s Ally V (1d4 +1 Leopards), Cure Crit, Death Ward, Echolocation, Freedom of Movement, Aspect of Wolf, Animal Growth, Inspiring Recovery, Feather Step, Mass, Magic Fang, Greater, Soothing Mud, Protect communal (lvl3), Chameleon Stride, Greater, Cat's Grace, Barkskin, Stone Call, Vitals, Frigid Touch, Spike Growth, Lead Blades, Faerie Fire
AND you get to cast the Domain Spells (Inq doesn't) so you can go off late with Impossible Domain and the Travel spells aren't shabby already.
Even if you leave out the stuff that needs to beat a save there's a ton there that you're not getting anywhere else while Inq brings very little that's unique to the table and there are several good supplementary spells that Inq doesn't get either. BTW, Echo gives Gaze Immunity now.
5) It all hinges on the early Outflank and Barkskins tho I think. Class sets up great to cover your skills/crucial spells and free up a party slot which is ultimately the scarcest resource there is. That's why I ran Grenadier for PK Unfair. But you're right that Inq fits better with Aeon now.
STR vs DEX:
You're looking at a difference of +2 (Kit gives +1 DEX -1 STR bonus) out of 50 or whatever. You start slow but by the time all the buffs and group abilities kick in it's not that big of a difference. And you'll run into Reach issues fighting Reduced on a Growth Mount. Just not worth the Feat/Mythic since you don't need the extra AC.
Keen Kisune 14/16/12/14/16/7 Acolyte for WIS to Persuasion since Inq gets all class skills.
With Hunter you can get a Mobility background and get really good Mobility, Stealth, Nature, and Perception with your choice of Trickery or Religion (or Athletics with Cav splash, although Mobility boots may be better than Athletics to damage). With Animal Focus and Chameleon Stride, Greater could go off with Stealthy Mount for great positioning and the high Mobility is strong with Mounted Combat and Indomitable Mount.