I’m not going to be proving above point. It has been done enough times and I don’t feel like typing same stuff over again, so I'll just post some of my ideas on how to fix it.
DOT AoE spells
Ok, I can not disagree that they used to bee too powerful, but what has been done might have as well be accomplished by throwing them out completely.
Spells like Eruption, Maelstrom, Searing Heat were meant (I just assume so) to be so costly because of secondary effects (blinding/burning/interrupt) they cause. With new scattering AI those effects became useless. It doesn’t mean monsters should not run from them, it means that those spells should become somewhat useful.
I say if those spell meant to make enemies run, then they should make them _run_ and not take a step outside AoE range and get back on top of you. To address this in my opinion recharge time should be halved. I mean 25 energy, 3-4 seconds cast time and 30 seconds recharge for 2-3 seconds of damage is gotta be some kind of odd joke.
Maelstrom should have its range increased, because even when snared it takes just two steps get out of its range - I know that, I've been in receiving end of it many times.
Eruption and Searing heat should be changed to cause secondary effects in smaller portions _during_ those 5 seconds and not after they end... otherwise they are just insanely overpriced firestorms.
Defensive spells
Should have casting time decreased to 1/4-3/4 seconds. Reason behind this is that they last too little to cast them before battle and easily interrupted.
Both Magnetic Aura and Swirling Aura should have their recharge time halved to become even remotely usable (compare to similar warrior or ranger skills which also happen to be stances).
Glyphs
Elementalist damage is already greatly reduced by casting times. There is no reason glyphs should be adding to this problem, especially glyph of concentration. All glyphs should be 1/4 casting time down from 1 second.
Elemental damage types
We all know how badly they suck... mostly because in later part of the game pretty much everything will take less than half of declared damage on ele spells, and those damn rangers will simply laugh at your "nukes". Steps in the right direction would be to make Stone daggers and Ice spear to deal piercing damage. Meteor and Stoning - blunt damage. No reason why above spells shouldn’t be classified as skills either.
Some minor armor penetration for various spells would be nice to... There is no reason some wammo should be out damaging elementalist because his skills ignore armor, recharge and cast many times faster.
Multiline elementalists
From what I've seen Factions are not going to fix this.
Spells like Stoning, Lightning touch and Iron mist are horribly broken due to the fact that they require two different eles to work very tight on the same target to make them useful. So I say conditional part of those spell should be really uber to make it worth the troubles of using them... and I’m talking Mark of pain kind of uber (in case you disagree that MoP is uber I can only guess you haven’t seen it in action)
Enchantments
First of all attunements should either be changed to stances or have their recharge time greatly reduced. Problem is that eles have only have Aura of restoration to cover up attunement and both are being almost instantly stripped once you get in casting range of group with more than one mesmer.
Conjure <element> spells should be castable on allies.
Ether renewal... err... this spell in its current state has to be some kind of joke from devs.
Hexes
There is absolutely no good reason why damage dealing water spells should be classified as hexes. Thats just dumb and creates problems when dealing with Nature's renewal spirits. I think that "slow" should be condition and work similar to burning on fire spells.
Mark of rodgort and Thunderclap need something to fix the fact that they require caster to keep whacking enemy with his wand... Also for elite spell that deals no damage Thunderclap eats way too much energy.
Energy management
I’m just mentioning this because I don’t want to give impression that I missed it. Really it has been said enough about it by other people.
Edit:
Things that make no sense
The delay after casting melee range AoE spell makes no sense, nor adds to ele survivability... remove plz.
Bunch of spells with low energy cost and huge recharge time make no sense. Meteor for instance... It should be 25 energy (up from 5) and no exhaustion and 5 seconds recharge (down from 30). Same goes for Grasping earth, Inferno, Rust...
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