For example:
Bulls Charge
5e 20r
Elite Stance. For 5...10...11 seconds, you move 33% faster and if you strike a moving foe in melee, that foe is knocked down. Bull's Charge ends if you use a skill.
The problems with it is that since it is a stance, you can have no ias while it is active, it is not maintainable, and does not allow you to use skills. With no ias and no skills, your dps is gonna be crap.
I think it should read like this.
6a
For 1...12...15 seconds, you move 25% slower, attack 33% faster, and knock down moving foes.
Basically flail and bulls strike rolled into one stance. The requirement for kd would be difficult to meet, however.
Cleave
4a
Elite Axe Attack. If this attack hits, you strike for +10...26...30 damage.
Since spamming this skill like it was designed for hinders adrenaline build up, it is inferior to Eviscerate.
I think it should read.
7a
If this attack hits, you strike for +1...12...15 damage and cause cracked armor.
It would now how great synergy with body blow and assist spikes
If that is op, maybe something like this.
5a
If this attack hits, your strike for +1...24...30 damage. If target is suffering from a deep wound, you strike for an additional 1...12...15 damage and this attack is unblockable.
Preservation
5e 3/4c 20r
Elite Binding Ritual. Create a level 1...11...14 Spirit. Every 4 seconds, this Spirit heals one non-Spirit ally in the area for 10...94...115 Health. This Spirit dies after 90 seconds.
It seems like a good skill, but the problem is it chooses who it heals randomly. So it often heals a fully healed party member while another is dying.
I suggest this.
10e 3/4c 25r
Create a level 1...11...14 spirit. All party members in earshot receive 1...5...6 health regenerartion.
Making it stack with recuperation will give an almost constant (but expensive) party heal.
Power Shot
10e 1c 6r
If Power Shot hits, you strike for +5...17 damage.
To little damage for the energy it costs. Penetrating and Sundering are better than it in every aspect in PvE.
I think it should be.
5e 1c 4r
If Power Shot hits, you strike for +5...17 damage.
Make it a bit more spammy.

Mind Burn
5e 1c 5r
Target foe takes 15...51 fire damage. If you have more energy than target foe, that foe takes an additional 15...51 fire damage and is set on fire for 1...6 seconds. This spell causes exhaustion.
It is now completely outclassed by Burning Arrow and Searing Flames. The exhaustion is unnecessary.
10e 1c 15r
Target foe takes 15...51 fire damage. If you have more energy than target foe, that foe takes an additional 15...51 fire damage and is set on fire for 1...6 seconds.
Removing the exhaustion clause but increasing the recharge and energy will buff it a little, but it still would be crap compared to other fire elites. At least I could bring Cynn again w/o worry about her burning her energy in the first 5 minutes.
Second Wind
5e 2c 5r
Elite Spell. You gain 1 Energy for each point of Energy lost due to Exhaustion. This spell causes Exhaustion.
...This skill is just plain crap. What was anet thinking?
Umm this one is tough. How about something like this?
5e 1c 20r
Elite Enchantment. For 20 seconds, your elementalist skills recharge twice as fast, but cost 30% more energy.
Making it a personal QZ without the hassle and the worry of the spirit dying and the requirement to spec into a worthless PvE line. Its the best i could think of. :P
I'm gonna add more as I think of them.