
All attribute ranges are 0...15
-Conjure Flame/Frost/Lightning: should affect Elementalist spell damage
Besides making these spells actually useful for an Elementalist primary, this would also help buff the currently weak damage over time AoE's like Firestorm. Also gives a way to give up a skill slot to improve, if only a little, the damage from other higher damage spells and set up some better combos.
-Mind Burn: should affect adjacent foes
-Mind Shock: increase damage to 10...65 on both hits, knockdown time should be variable 1...4
-Mind Freeze: should reduce attack speed by 50%, duration should be 2...12, should affect adjacent foes
All the Mind spells currently are way too close (or weaker than!) other non-Elite spells and need a boost
-Lightning Javelin: change to interrupt any foe using a skill, not just an attack
Currently useless, costs more than other lightning spells for the same damage and the chances of interrupting something useful are slim and none.
-Lightning Touch: Increase damage to 10...65
Lightning Touch does less damage than other Air spells that aren't conditional, don't require touch range, recharge faster, and cost the same energy. Hmmm.
-Crystal Wave: either this should really ignore magic resistance (like Iron Mist) or its description should be fixed.
-Eruption: should cause Blind each second instead of at the end, Blind duration 5 instead of 10
This spell is so weak and condition removal so common that most people don't even bother to get out when you cast it.
-Kinetic Armor: recharge should be 30 seconds, not 60
Hard enough to put this on and keep it on, at least make the big casting cost and cast time its biggest drawbacks.
-Magnetic Aura: rechage should be 30 seconds, not 60
I can't imagine bringing this when I can keep up Ward Against Melee forever. Blocking 50% of melee attacks all the time is better than 75% for a few seconds and then you're dead.
-Ether Renewal: see this thread.
-Ether Prodigy: Should not "Lose all Enchantments".
I'm not going to take a spell that's going to screw over my monks, especially not when it also causes Exhaustion and damage all for a spell that is barely better than other energy management elites in a best case.
-Aura of Restoration: really at a loss here. There's a reason this is only used to power Ether Renewal but I can't think of a way to really make it better without rewriting the skill. The fact is, it's design causes you to gain health all the times you don't need it. Maybe make it give you health when you start casting instead of finish? Suggestions welcome

-Lava Font: damage should be increased to 5...41
Should be better than Symbol of Wrath for 60 AL targets.
-Rodgort's Invocation: should cost 15 energy, should have 4 second casting time, should affect "all foes in the area" (i.e., large)
They buffed Fireball and left it's already insanely overpriced brother out in the cold (pun intended

-Searing Heat: should cause burning for each second instead of at the end
Burning for 3 seconds that most people aren't in the AoE for is not worth 10 energy and Exhaustion. Not sure if this is either, but with the Conjure Flame above it might be.
-Ice Prison: should also reduce attack and spellcasting speed
Why take a spell that only does slowdown when you could take one of the others that also causes damage?
-Rust: recharge should be 30 seconds, not 45, should affect "nearby foes"
Most signets are either too weak or used long before you can throw on Rust to do anything about it and even with 30 seconds recharge and larger AoE it'd still be hard to use pre-emptively to stop Resurrection Signet, Signet of Judgement or Signet of Midnight. Even then, in most situations it's probably better to take /Me and go for Ignorance instead.
-Swirling Aura: Recharge should be 30 seconds, not 60
We really need better Ranger protection.
-All Glyphs: should have 1/4 activation time
As if 5 energy per spell wasn't enough and Elementalist casting times weren't long enough, we get to tack on 1.75 more seconds to get a relatively minor effect other professions can usually do better.
-Glyph of Renewal: should recharge the spell instantly.
Warrior and Ranger both get skills that can recharge multiple skills instantly, and very cheaply, and the best Elementalists get is "twice as fast". You could almost do better with Mantra of Recovery with a 0 in fast casting.
Wow, that was long. :P
Thoughts?