Air Attunement - 10en, 2 cast, 20 recharge
Enchantment Spell
For the next 8+(5X/2) seconds, you gain 30% of the Energy cost back upon successful completion of a Air Magic skill.
Ennervating Charge - 10en, 1 cast, 8 recharge
Spell
Target foe is struck for 10+(3X) lightning damage and suffers from weakness for 5+(X) seconds. This spell has 25% armor penetration.
Lightning Javelin - 10en, 1 cast, 2 recharge
Spell
Send out a Lightning Javelin that strikes target foe for 8+(3X) lightning damage and interrupts attacking foes if it strikes. This spell has 25% armor penetration.
Lightning Orb- 15en, 2 cast, 5 recharge
Spell
Send out a lightning orb that strikes target foe for 10+(6X) lightning damage and interrupts any actions that foe is performing. This spell has 25% armor penetration.*
*Note; Also, it is suggested that this spell's projectile be made slightly faster to reduce the ease with which it is evaded. It is incredibly easy, at this time, to avoid the projectile entirely with consistency.
Lightning Strike - 5en, 1 cast, 5 recharge
Spell
Target foe takes 10+(3X) lightning damage. This spell has 25% armor penetration.
Lightning Touch - 5en, 3/4th cast, 8 recharge
Skill
Target touched foe and adjacent foes are struck for 5+(8X/3) lightning damage. Foes suffering from Water Magic hexes are struck for an additional 5+(8X/3) lightning damage. This skill has 25% armor penetration.
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Air Elites -
Glimmering Mark {E} - 5 en, 2 cast, 10 recharge
Elite Hex Spell
Target foe and adjacent foes are hexed with Glimmering Mark for the next 1+(X) seconds. Whenever a foe suffering from Glimmering Mark is struck with lightning damage, that foe and adjacent foes are blinded for 3 seconds.
or
Glimmering Mark {E} - 10en, 2 cast, 8 recharge
Elite Hex Spell
For the next 1+(X) seconds, whenever you strike target foe with lightning damage, that foe and nearby foes are blinded for 3 seconds.
As it is now, Glimmering Mark is a bit too unreliable and inflexible to use to pass up an elite energy management and simply using Blinding Flash periodically. Option one makes it more difficult to remove, and even when foes spread apart, you can still blind whichever one you want.
Option 2 makes the blindness closer to that which you can already achieve easily while running something like Fevered Dreams, without the reliance on additional skills, but it doesn't perform quite as well.
Lightning Surge {E} - 10en, 2 cast, 10 recharge
Elite Hex Spell
After 3 seconds, target foe takes 10+(6X) lightning damage and that foe and adjacent foes are knocked down. This spell has 25% armor penetration and causes exhaustion.
or
Lightning Surge {E} - 10en, 2 cast, 10 recharge
Elite Hex Spell
Target foe takes 10+(3X) lightning damage. After 3 seconds, target foe takes 10+(6X) lightning damage and is knocked down. This spell causes exhaustion.
The days when people didn't know about Protective Spirit are gone. Lightning Surge is a telegraph that says, "Hey, cast Protective Spirit on me, I'm about to be spiked!", and because of this, the only times it's really of any use are to attempt to throw off another team's anti-spike attempts, or to spike in the random arena. Option 1 adds on a little extra damage by way of armor penetration, and an AoE knockdown aspect.
Option 2 adds on a little front-ended damage instead, splitting it, removing the chance of it becoming too powerful a spike.
Mind Shock {E} - 5en, 1 cast, 12 recharge
Elite Spell
Target foe takes 15+(8X/3) lightning damage. If you have more energy than that foe, that foe takes an additional 15+(8X/3) lightning damage and is knocked down. This spell causes exhaustion.
or
Mind Shock {E} - 5en, 1 cast, 15 recharge
Elite Spell
Target foe takes 5+(3X) lightning damage. If you have more energy than that foe, that foe takes an additional 5+(3X) lightning damage and is knocked down.
Option 1 ups the damage only slightly, and drops the cost slightly as well. It's most often used in spiking projectile spells (orb), so I didn't think too large a damage buff would be a good idea.
Option 2 halves the previous cost of Mind Shock and makes it a non-exhausting conditional knockdown. The recharge is faster than before, but not so fast that it can become an effective replacement for gale, for knocklocking.
Thunderclap {E} - 10en, 2 cast, 20 recharge
Elite Enchantment Spell
For the next 8+(4X/5) seconds, whenever you cast an Air Magic spell that targets a foe, that foe and adjacent foes are knocked down, and you lose 15-(8X/15) energy or Thunderclap ends.
This is the best option I can really think of. As the caster, your pool is already being drained, but also being required to actually cast air magic spells would hurt a bit, to counter the flexibility it grants over a hex based version, ideally.
===
Most of the altered air magic skills were changed to grant a very minor increase in damage, or otherwise grant them more flexibility with a secondary effect or more manageable costs. Not all that many skills were changed, as most of the utility skills are already great.
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Earth Magic -
Earth Attunement - 10en, 2 cast, 20 recharge
Enchantment Spell
For the next 8+(5X/2) seconds, you gain 30% of the Energy cost back upon successful completion of a Earth Magic skill.
Earthquake - 15en, 3 cast, 15 recharge
Spell
Target foe and foes in the area are struck for 20+(7X) earth damage and are knocked down. This spell causes exhaustion.
Eruption - 25en, 3 cast, 20 recharge
Spell
For the next 5 seconds, foes nearby target foe's current location take 5+(3X) earth damage each second. When Eruption ends, nearby foes are blinded for 10 seconds.
Magnetic Aura - 5en, 1/4th cast, 30 recharge
Enchantment Spell
For the next 5+(X) seconds, you have a 75% chance to block melee attacks.
Stone Daggers - 5en, 1 cast, 0 recharge
Spell
Send out 2 stone daggers that strike for 2+(2X) earth damage each if it hits.
Stoning - 10en, 1 cast, 5 recharge
Spell
Stoning strikes for 10+(6X) earth damage if it hits. If Stoning hits a foe suffering from Weakness, that foe is knocked down.
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Obsidian Flesh {E} - 10en, 1 cast, 30 recharge
Elite Enchantment Spell
For the next 8+(4X/5) seconds, you gain +24 AL and cannot be the target of foe spells, but you move 33% slower.
Except for farming, this skill isn't often used, as the self snare is a bit too hefty of a drawback in PvP; You're a sitting duck to defense-ignoring damage and attack-based disruption, which is pretty nasty. At least this way you could snare a foe with Grasping Earth and run for it at a slightly reduced speed.
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Earth is a very good utility line, with not many damage skills, but full of great choices, and thus, not many skills were altered.
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Energy Storage -
Aura of Restoration - 10en, 1/4th cast, 20 recharge
Enchantment Spell
For the next 60 seconds, whenever you cast a spell, you are healed for 200+(20X)% of the energy cost.
As it is now, Aura of Restoration is only a early game spell, before you have enough to really even fill a bar with the attributes you're using, and an enchantment cover or Ether Renewal fuel. Somehow, I doubt a simple health boost is going to change its use, but one can only try I suppose.
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Energy Storage Elites -
Ether Renewal - 5en, 1 cast, 25 recharge
Elite Enchantment Spell
For the next 10 seconds, whenever you cast a spell, you gain 1+(X/5) energy and 5+(X) health for each Elementalist enchantment on you.
Maybe this way it'll be used by Elementalists instead of just E/Mo smiters? ...
Most likely, you'll be running Ether Renewal, X Attunement, Aura of Restoration and possibly one other enchantment, netting you ~8-12 energy for each 5 cost spell you cast, and 2-6 energy for each 10 cost spell, while losing energy on 15+, or if running 4 elemental enchantments, only losing on 25 cost spells. With a resurrection signet, 4 enchantments is a bit much though.
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Fire Magic:
Fire Attunement - 10en, 2 cast, 20 recharge
Enchantment Spell
For the next 8+(5X/2) seconds, you gain 30% of the Energy cost back upon successful completion of a Fire Magic skill.
Fire Storm - 15en, 3 cast, 20 recharge
Spell
For the next 10 seconds, foes nearby target foe's current location are struck for 5+(5X/3) fire damage per second for 10 seconds.
Flare - 5en, 1 cast, 0 recharge
Spell
Send out a flare that strikes target foe for 4+(4X) fire damage if it hits.
Immolate - 10en, 1 cast, 5 recharge
Spell
Target foe is struck for 9+(5X) fire damage and is set on fire for 1+(X/6) seconds.
Incendiary Bonds - 15en, 2 cast, 10 recharge
Hex Spell
After 3 seconds, target foe and adjacent foes are struck for 20+(4X) fire damage and are set on fire for 1+(X/6) seconds.
Inferno - 10en, 3/4th cast, 12 recharge
Spell
All adjacent foes are struck for 25+(7X) fire damage and are set on fire for 1+(X/6) seconds.
Lava Font - 10en, 2 cast, 4 recharge
Spell
For 5 seconds, foes adjacent to this location are struck for 5+(7X/3) fire damage each second.
Meteor Shower - 25en, 4 cast, 25 recharge
Spell
For 9 seconds, foes adjacent to target foe's location are struck for 7+(7X) fire damage and knocked down every 3 seconds. This spell causes exhaustion.*
*Note: Before cries of overpowered come up, this isn't going to change anything in PvE where echo nukers spam Meteor Shower every 15 seconds with Glyph of Renewal. PvP is where it'll be made more feasible for use, and where it's rarely used because people simply move out of its range.
Phoenix - 15en, 3 cast, 15 recharge
Spell
Foes nearby you take 7+(7X) fire damage. A ball of fire flies out to strike target foe and adjacent foes for 7+(7X) fire damage.
Rodgort's Invocation - 25en, 3 cast, 15 recharge
Spell
Target foe and nearby foes take 15+(7X) fire damage and are set on fire for 1+(X/6) seconds.
Searing Heat - 25en, 3 cast, 20 recharge
Spell
For the next 5 seconds, foes in the area of target foe's current location take 5+(7X/3) fire damage each second. When Searing Heat ends, foes in the area are set on fire for 1+(X/6) seconds.
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Fire Elites -
Mind Burn {E} - 5 cost, 1 cast, 12 recharge
Elite Spell
Target foe takes 15+(3X) fire damage. If you have more energy than that foe, that foe takes an additional 15+(3X) fire damage and is set on fire for 1+(2X/5) seconds. This spell causes exhaustion.
or
Mind Burn {E} - 5 cost, 1 cast, 6 recharge
Elite Spell
Target foe takes 6+(2X) fire damage. If you have more energy than that foe, that foe takes an additional 6+(2X) fire damage and is set on fire for 1+(X/4) seconds
This first version of Mind Burn is basically the old Mind Burn, but with a more reasonable cost considering the elite status and that it causes exhaustion. It recharges too slowly and causes exhaustion, so spamming it is not really an option, but it's an interestingly heavy damager for its cost that way.
The second version is meant to be like an equivalent of Word of Healing vs Heal Other, with Immolate as the basis. Cheaper, conditional trigger, with the larger part of the effect tied to the conditional.
===
Overall Notes -
Fire's skills were modified with the idea in mind that more damage wasn't necessarily the goal, so much as creating enough threat in AoE skills that a Fire elementalist would be an invaluable asset for controlling the positioning of foes.
Theoretical max damage on some of the DoT skills are pretty high [Peak of 350 on a 60 Al target with Fire Storm and Glyph of Elemental Power, giving 18 attribute points, that stands in it the whole time, but 105 more realistically.], but most of them won't strike for more than a few seconds, even with a snare, sadly. However, they're enough that most targets wouldn't want to stand in them even if they weren't already going to walk out anyway, and they should take a bit of damage despite that.
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Glyph of Concentration - 5en, 1/4th cast, 3 recharge
Glyph
For the next 15 seconds, your next spell can not be interrupted and ignores the effects of dazed. If a spell is cast this way, you gain 2 energy.
Glyph of Elemental Power - 5en, 1/4th cast, 5
Glyph
For the next 15 seconds, your elemental attributes are boosted by 2 for your next Spell. If a spell is cast this way, you gain 2 energy.
Glyph of Lesser Energy - 5en, 1/4th cast, 30 recharge
Glyph
For the next 15 seconds, your next spell costs 15 less to cast. If a spell is cast this way, you gain 2 energy.
Glyph of Sacrifice - 5en, 1/4th cast, 15 recharge
Glyph
Your next Spell may be cast instantly, but takes an additional 45 seconds to recharge. If a spell is cast this way, you gain 2 energy.
As a note, since all of the skills are glyphs;
Glyphs frequently are not worth the 1 second cast and .75 second aftercast they take, in addition to 5 energy, for a meager effect. Thus the idea of a rebate on part of their cost upon completion of a successful spell, and the reduction in casting time to 1/4th second.
As to Glyph of Sacrifice specifically for concerns, consider this;
Fast Cast mesmers are the ones most commonly used to spam even Elementalist spells when speed is needed, not Elementalists with Glyph of Sacrifice... Including rez bots. Whether it's 45 or 90, I still don't think it'll see all that much use.
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Non-Attribute Elites-
Elemental Attunement {E} - 10en, 1 cast, 25 recharge
Elite Enchantment Spell
For 30 seconds, you are attuned to air, fire, water, and earth. You gain 50% of the Energy cost of the Spell each time you use magic associated with any of these elements.
If you don't have Elemental Attunement on, you're pretty much screwed in a build that runs it. Considering it's still open to removal being an enchantment, I see no problem with it this way.
Glyph of Energy {E} - 5en, 1/4th cast, 15 recharge
Elite Glyph
For the next 15 seconds, your next Spell costs 20 less Energy to cast and does not cause Exhaustion. If a spell is cast this way, you gain 2 energy.
Assuming you actually cast a 25 cost spell (the only spells you get the full effect with), then the energy management would be amazing, and even if you opt to cast a cheaper spell, you'll still get a great energy management out of the deal.
But, because there're so few good 25 cost spells, most of the time you won't. Go figure.
Glyph of Renewal {E} - 5en, 1/4th cast, 15 recharge
Elite Glyph
For the next 15 seconds, your next spell recharges instantly. If a spell is cast this way, you gain 2 energy.
Already a nice skill, the +2 energy is not for any real reason another than maintaining uniformity among the other glyphs.
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Water Magic -
Armor of Frost - 5en, 1 cast, 45 recharge
Enchantment Spell
For 10+(8X/5) seconds, you take half damage from sources of physical damage, but have -24 AL vs fire damage.
Deep Freeze - 25en, 3 cast, 15 recharge
Hex Spell
Target foe and all foes in the area take 10+(6X) cold damage and move 66% slower for the next 10 seconds.
Frozen Burst - 15en, 3/4th cast, 20 recharge
Hex Spell
All nearby foes are struck for 20+(6X) cold damage and move 66% slower for the next 5+(2X/5) seconds.
Ice Prison - 10en, 2 cast, 20 recharge
Hex Spell
For the next 8+(4X/5), target foe moves 66% slower. This effect ends if that foe takes fire damage.
Ice Spear - 5en, 1 cast, 0 recharge
Spell
Ice Spear flies toward target foe, striking for 7+(5X) cold damage if it hits. Ice Spear has half the normal Spell range.
Ice Spikes - 15en, 2 cast, 12 recharge
Hex Spell
Target foe and adjacent foes are struck for 14+(5X) cold damage and move 66% slower for the next 2+(X/4) seconds.
Maelstrom - 25en, 3 cast, 20 recharge
Spell
For the next 10 seconds, target foe and foes nearby their current location are struck for 5+(3X/2) cold damage. Foes casting spells struck by damage this way are interrupted.
or
Maelstrom - 10en, 3 cast, 20 recharge
Spell
For the next 10 seconds, target foe and foes nearby their current location are struck for 5+(3X/2) cold damage. Foes casting spells struck by damage this way are interrupted. This spell causes Exhaustion.
Shard Storm - 10en, 1 cast, 8 recharge
Hex Spell
Shard Storm flies towards target foe, striking for 10+(5X) cold damage if it hits and causing them to move 66% slower for the next 1+(X/4) seconds.
Swirling Aura - 5en, 1/4th cast, 30 recharge
Enchantment Spell
For the next 5+(X) seconds, you have a 75% chance to block projectile attacks.
Water Attunement - 10en, 2 cast, 20 recharge
Enchantment Spell
For the next 8+(5X/2) seconds, you gain 30% of the energy cost back upon successful completion of a Water Magic skill.
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Water Elites -
Mind Freeze {E} - 5en, 1 cast, 12 recharge
Elite Hex Spell
Target foe suffers 5+(3X) cold damage. If you have more energy than that foe, that foe suffers an additional 5+(3X) cold damage and moves 90% slower for 2+(X/4) seconds. This Spell causes Exhaustion.
or
Mind Freeze {E} - 5en, 1 cast, 10 recharge
Elite Hex Spell
Target foe suffers 5+(2X) cold damage. If you have more energy than that foe, that foe suffers an additional 5+(2X) cold damage and moves 90% slower for 2+(X/4) seconds.
Option 1 ups the damage slightly, costs less, and is castable more often, but is still inhibited (balanced) by exhaustion.
Option 2 is similar to the second version proposal of Mind Burn in that it's a Word of Healing style take on Shard Storm. The damage is actually still worse, but the debuff is better.
Mist Form {E} - 10en, 1 cast, 30 recharge
Elite Enchantment Spell
For the next 8+(4X/5) seconds, all attacks made against you miss, and all attacks you make miss.
Mist Form is nowhere near the equivalent of Obsidian Flesh for physical attacks at this time. Though you don't take any damage from them, their secondary effects still work completely, meaning you're still getting conditions, being interrupted, knocked down, and otherwise disrupted, probably the worst thing that can happen to an Elementalist. Thus, it'd be best if the attacks failed to hit entirely.
Water Trident {E} - 5en, 1 cast, 1 recharge
Elite Spell
Send out a Water Trident that strikes target foe for 5+(5X) cold damage and knocks that foe down if it strikes a moving foe.
Right now, without a movement debuff on a foe, you often don't even hit a moving foe in the first place. With the fix to the skill system where you used to be interrupted if you got knocked down or struck with an interrupted with a skill queued (but not casting), Water Trident has been made even worse.
This way, Water Trident deals marginally more damage and can be cast every 2 seconds (takes 1 second to cast, and has 1 second recharge), making it something interesting to take with your elite slot. If you want to hit a foe with consistency, you'll still need a movement debuff, and if you want to spam it constantly, well, you still can't without some other source of energy management (in addition to Water Attunement), or your energy consumption will still outpace your energy regeneration, not to mention if you mix in other spells.
===
Mainly, the damage was slightly buffed, and the utility was slightly buffed on a handful of water skills. Facing things like the Henge of Denravi helmet, even post-nerf, it takes a large amount of effort just to kite a single warrior as it is now, something you can more readily emulate by simply debuffing multiple of them with a necromancer to reduce their effectiveness. [Not quite the same, but the point is that it's not even that great at movement debuffing a single target because of the cast and recharge times

Some defensive skills were simply ridiculous in their effects, to the point where they were run only in niche builds that want to be creative more than effective, and thus they were buffed or altered to a state of hopefully something that could be called 'desirable'.
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Edit: The main idea overall is to increase an Elementalist's utility and energy efficient damage (since too much spiking ability is a bit of a no-no), and make not just underused skills more usable, but to make used skills that are used because they're only comparitively better to the others actually decent.
Updates;
[3/19/06 - 2:18 PM CST | Fixed some typos]