Recently they have given them a boost by making them apply to more than 1 spell in a chain. The best example is the Glyph of Elemental Power, which wasn't very useful when it only applied to your next spell, but is very useful now as it applies to your next 10 spells.
Still, I think they can do a lot more with glyphs. They could make it so that when an ele casts a spell, it's the glyphs that really decide the effect it has. Some examples:
Glyph of Ethereal MagicI'll go one further; imagine if attunements were designed as glyphs (with lower recasts). Suddenly attunements are no longer a brainless affair. Irremovable, but since one can only have one glyph at a time, there is a tactical choice in ones use of glyphs. I think it would breathe life into playing an ele, having to decide whether to have that long-lasting glyph that gives you back energy or switch to that glyph that makes your spells recharge quicker; or use that one-shot glyph that makes your next earth enchantment reapply when it's removed; or that glyph that makes your water hexes last a bit longer.
Elementalist - No Attribute
Energy 5
Glyph
Cast time: 1/2 sec
Reuse 30
Your next offensive element spell deals double damage to spirits.
Glyph of Frost Fire
Elementalist - Fire Magic
Energy 5
Glyph
Cast time: 1/2 sec
Reuse 15
Your next 3 offensive fire spells deals cold damage instead. 50% chance of failure with 4 fire magic or less.
Glyph of Girth
Elementalist - No Attribute
Energy 5
Glyph
Cast time: 1/2 sec
Reuse 45
The radius of your next area of effect spell is increased by 1 catagory.
Glyph of Shock
Elementalist - Air Magic
Energy 5
Glyph
Cast time: 1/2 sec
Reuse 20
Your next 1...4 offensive air spells interrupt their target's action.
Glyph of Stamina
Elementalist - No Attribute
Energy 5
Glyph
Cast time: 1/2 sec
Reuse 15
Your next spell costs no energy but causes exhaustion. If it already causes exhaustion, it causes double.
I understand nothing is currently broken here, and some may ask, "why fix it?" but I just think it's a shame that they never really took advantage of such a cool game feature as glyphs. The elementalist seems a bit flat to me, laking that character that the other classes have. For Guild Wars 2, I'm hoping they lower the casting time of glyphs and give them a huge amount of versatility. If they did that, they could even get away with just giving elementalists generic spells only.