Healing Hands: It's cheap and can be cast on yourself, and those're probably the only reasons it's elite. Of course, it also doesn't heal as much and is more conditional than Healing Seed, so I don't think they did anything to change it to fit with its elite status when it went elite. I mean, look at shielding hands; Is it really so much worse than Healing Hands that it shouldn't be elite as well in comparison? Long recharge, minimal effect, but works on ALL damage. Can be cast on anyone, including yourself.
Shield of Deflection: Up to 25% more block rating than Guardian, so about 50% more effective. Up to 11 seconds duration, so x2 longer. Working up from Guardian, multiply it by 2 for the added duration, another 50% for the boosted effectiveness, and toss on the Elite status along with +25 armor. It's balanced with Guardian well. Don't think I see people using Guardian often though.
Unyielding Aura: Cheap, fast-casting perma-rez. Well, for me. ~90% of the time, it seems to bug when I cancel it and leave the person alive. On a totally different tangent, is anyone aware that this and Vengeance on a person in The Crag when a person dies means the enemy gets no points? In my experience anyway.
Word of Healing: Bleh. Well, it heals 1 more than orison without the condition being met. The strange implementation of the bonus healing is annoying and dissapointing. It heals more, and CAN conditionally heal a whole lot more than orison for the same price. Balanced through limiting the use of it to other allies and the Elite tag. With the Elite tag, you'd think they'd make their method of checking to see if your heal meets the condition a little, I don't know, more sensical?
Glyph of Renewal: Um, pass. Not useable often enough, and not many spells that you'd want to use this on aren't elite. I have NEVER managed to fit this skill in to a build efficiently, and I've tried it with just about everything else.
Mind Burn: They tagged on double burning duration as its bonus effect. It's not cheap, it's conditional, and it causes exhaustion though. Considering that many other fire spells do comparable damage, and do NOT cause exhaustion, I'd rather grab Immolate and forget about it. What gets me is that this is the ONLY fire elite. Where're our other options?
Mind Shock: Lightning damage and a knockdown, nothing amazing about that in the lightning line. The damage is comparable to Lightning Orb and Chain Lightning, neither of which cause knockdown. On the other hand, Lightning Orb recycles faster and doesn't cause exhaustion, and Chain Lightning hits multiple targets, and neither are conditional. Aside from that, it's not spectacular enough to give up the energy management you're going to need if you're running air.
Mind Freeze: Totally clueless as to what went through their heads with this one. It's conditional, the slow duration is the standard slow for ice spells, which isn't even as good as Frozen Burst's length, it causes exhaustion, and the damage isn't all that impressive. The only thing it has going for it is its 10 cost, but for how bad it is, I'd still have to think hard if it cost 5.
Honorable Mentions:
Thunderclap: Like Spinal Shivers, it takes everything you've got to maintain it. Unlike Spinal Shivers, it's elite, and you can't also use energy management. What really irks me about this skill is the knockdown timer wall I seem to hit; With knockdowns, you can chain them, but if you chain them too fast, it doesn't look like it takes effect. A hammer warrior friend of mine mentioned it when I maintained Dark Fury for him- He was getting knockdowns so rapidly (Think he was also using warrior-based adrenal boosts) that he could use them one right after the other, and if he used them too fast, there'd be no effect.
I've experienced similar with Thunderclap. Hitting an already knocked down foe doesn't provide any additional effect, but still drains your energy =\
Keystone Signet : Mantra of Inscriptions for a 40-50% reduction in your signet recharges. Keystone Signet lets you spike them immediately after. Unfortunately, because it's elite, I'm not sure what exactly you're supposed to be spiking. The bigger problem, in my opinion, is the lack of options in signets. With only 8 skill slots, if you bring both, you have 6 remaining. Toss in Rez signet and you have 5. Signet of Weariness, Leech Signet, and Signet of Humility are the only useable mesmer ones (Midnight also being Elite). If you want to remain pure in signets for the full effect of the skills, your only choice is probably Monk, for Bane Signet and Purge Signet. (Signet of Judgement being elite) Or, to go mo/me so you can make use of Signet of Devotion spam.
Aura of the Lich: Doesn't work as described. It halves damage, but not direct healing. It'd take 200 damage to hurt a person under AotL 100, and only 100 healing to heal that damage. It's like a Life Barrier for yourself, and necromancers DO have skills capable of healing themselves, if there's no monk around.
Escape: It's expertise linked, a run buff, and has the effects of tactics stances, which often only last 11 seconds at most, whereas this one hits 17 at its peak. It DOES have an obscene recharge time though. I'd rather have Whirling Defence and Oath Shot.
Practiced Stance: Might as well just call this, Choking Gas Extender.

You can use Tiger's Fury immediately after applying choking gas to get the full effect of it. Is it worth it? Probably not.
Melandru's Resilience: Counteracts most of the effects of degenerative conditions AND yields bonus energy gain. Using Draw Conditions pretty much negates the bonus energy you get from Melandru's Resilience though, and that makes it a tad too conditional to be useful often.
Punishing Shot: Damage while you interrupt I'd imagine. Distracting Shot does negligable damage, although its additional effect of adding 20 seconds recharge timer is definitely worth the skill slot, energy, and minimal damage. However, to say there aren't times where it's recharging and the opponent is using a skill that you want to interrupt is rediculous.
Ferocious Strike(ha!): Beastmaster skill; The adrenaline is almost assuredly not worth it, but the energy gain is. 10 energy with enough beast mastery, and it costs 2-3 with enough expertise. 7-8 extra energy every 8 seconds is about the equivalent of 3 more energy regeneration, and you get some extra damage out of the bargain.
Cleave: Not really the warrior type, so I don't know; I'd guess it's because it's useable more frequently.
Defy Pain: Strength-linked temporary health and armor bonus, and with an attack speed buff, using a sword or axe, you should be able to keep it up almost the entire fight, making you a slightly better tank.
Flourish: Don't have it, still procrastinating my ranger/warrior [only ranger skills, just unlocking with warrior side], but I'd guess you could chain use energy-based weapon attacks instead of adrenaline, or perhaps you could stick it on a ranger to recharge bow attacks faster? o.o With expertise, most of them aren't too expensive anyway.
Warriors Endurance: I'm not sure exactly, but I'd imagine it's intended to be used with a lot of energy based skills chained together. Unfortunately, since it's strength-linked, nobody but a warrior can use it really, and since it's elite, there's not much you'd want to use with it. On a Protector paladin, recasting Aegis for the party using a Zealous sword hilt for energy management was already easy. I very rarely got to cast Shield of Regeneration, as it was either unneeded, or I didn't have the energy. Unfortunately, I wouldn't have it if I had Warrior's Endurance, and I'm not sure what I'd use with it then, since I need to stick with single second cast skills with 10 second downtimes or more if I want a reasonable damage output.
[Not that I am not disappointed by some of these skills especially]