Some disagreements:
Fire stats: I did some number crunching a while back, and the way the damage formula appears to work, power just outshines precision. In fact a rough approximation of my findings is that the damage scaling from the fire and air trees is about the same, but fire does it through only one stat leaving room for condition duration. I don’t really see how fire’s stats could be rated okay, while air is rated excellent.
Burning Precision: Honestly I think people over estimate crit proc rates. Try this out on a golem in the mists, even with 50% crit rate it just doesn’t proc very often. Plus our trait lines don’t really support precision/condition builds which means you are probably running power/precision and getting low burn damage. Also last I tested it was only 1s of burning which not only is just plain weak but means that it doesn’t scale well with condition/burn duration as it relies on stacking with another burn to gain anything.
Conjurer: The problem with this trait is not simply that conjures aren’t popular, but rather how conjures are used. Most conjures aren’t worth holding onto even if they are worth using, you burn your cooldowns then drop it because the auto attacks are weak. Only Lightning Hammer and Greatsword have decent auto attacks, so this trait isn’t even useful for a lot of conjures.
Weak Spot: Another crit proc that I think is overrated. It’s not bad, but often you will be getting only around 3 stacks of vulnerability, even with fast attack rates like Arc Lightning. It’s a bit better than our 5% damage traits given the ally support, but not by much. I just wouldn’t rate it excellent.
Aeromancer’s Alacrity: This trait is pretty good in PvP for D/D and S/D. Lower cooldowns on Updraft and Shocking Aura which are both really critical spells. For S/D you get Updraft, and the lower cooldown on Lightning Strike also adds DPS, plus air is a good auto attack attunement for power scepter so you will use it a fair amount.
Tempest Defense: The problem with this trait is that it triggers on ranged disables, but the aura only works in melee. Combine that with 90s cooldown and it will often be on cooldown when you actually need it.
Rock Solid: Totally disagree. This trait has tons of applications. You can use stability to cover important channeled spells like Churning Earth or Ether Renewal (or any heal really) which often get interrupted in PvP. In addition you can use it to stomp players. Rather than comparing it to Elemental Attunement, combine them, now you have a mini Armor of Earth on 9-11s cooldown, and the stability gets extended by your boon duration. It takes some good timing, but you can also use it to straight up counter any stun that you can see coming. Stability is so useful in PvP, even if it’s short.
Arcane Precision: It’s bad. A 10% proc chance is just terrible, and the effects aren’t all that strong, it’s weaker than Burning Precision or Weak Spot by a huge margin, and those traits aren’t that strong to begin with.