Old suggestion perhaps, but I figured a way to implement which would make it simpler for ANet to maintain power parity with the other professions, make the Ele easier to learn and harder to master, and a bunch of other benefits besides.
What my idea regards is basically to reduce each weapon set to a core “idea” and then use the Attunements as “flavor.” So for example, Dagger #2 is a facing required cone channel, at least right now in Fire and Water attunements. What you do is make Dagger #2 a cone channel under each attunement, where the straight damage is always the same regardless of attunement, and then the attunements add effects (visual and statistical) to differentiate them.
When using Dagger #2 for example, we could put the cooldown at, say 8 seconds, then regardless of which attunement you’re in, when you use it the skill goes on CD. So it becomes a tactical choice if you want to use Drake’s Breath for damage and a burn, Cone of Cold for damage and a heal, “Lightning Hose” for damage and a blind or stun, or “Breath of the Great Dwarf” for damage and a bleed or cripple.
So Elementalists would then have the same number of skills available as any other profession, with comparable cooldowns and damage adjustments, while the attunements give the skills versatility.
ANet could then designate each weapon for a specific use (making it easier to add weapons to the repertoire in later patches or expansions), such as Daggers being PBAoE weapons, the Staff a long range AoE weapon, the Scepter being a mid range single target weapon, and the Focus a highly defensive weapon. These uses would remain the same under each attunement, so Focus #5 would be an invulnerability skill on a specific timer, with secondary effects determined by the attunement.
This would remove the need for attunement cooldowns entirely, since switching attunements would not actually give the Ele access to any more skills, but instead simply alters in some fashion the graphical and secondary effects. Since many professions’ skills are designed with multiple effects (i.e. Blurred Frenzy doing damage with an invulnerability component) what this change would really do is simply allow Eles to choose from a variety of elemental effects to apply to their skills.
Then Eles could have access to a weapon swap to give some tactical flexibility. Staff #5 is kind of a good example, Meteor Storm could do damage and a knockdown, Healing Rain would be changed to Hailstorm doing the same damage and an AoE heal/condi clear, Static Field would do damage and the stun, and Shockwave would be a targeted AoE that does damage and launches targets away from the center of the AoE. Staff #5 would be on a 30 sec CD (or whatever is deemed appropriate) that goes on CD regardless of which attunement the Ele is in.
In essence, reduce Ele’s access to skills to five per set, give the weapon swap, and let Attunements modify the skills’ secondary effects. For those familiar with the concept, attunements become a sort of elemental metamagic.