A previous discussion (
http://elementscommunity.org/forum/index.php/topic,5636.msg76947#msg76947) of non-elemental marks ran from April 21 through May 16, 2010. I still feel that the idea of the player being an elemental doesn't fit the rules of the game -- not just because the starter decks aren't mono, as I said then, but because the game doesn't treat a player's mark as their element. (Although so far, there's only one card that both cares about the target's element and can target players: Holy Light | Holy Flash says "If the target's element is death or darkness, damage is dealt instead," but the card still heals players with death or darkness marks.)
I first pointed out, in the old thread, that a "mark of quanta" probably wouldn't generate 3 random quanta per turn (it would generate fewer quanta, to compensate for being untargetable); but I thought a mark that triggered novas on certain turns would be a better fit for the "jack-of-all-trades" flavor that BluePriest was looking for. Or if increasing the total number of quanta at all would be OP, then a "mark of balance" that converted quanta from one type to another -- a sort of self-Discord effect, possibly with more of a tendency to drain large quantum pools and/or fill small ones.
Maybe a combination of those two would be the best non-elemental mark -- one that equalizes the number of quanta generated for each element. A player with such a mark would put counters on it instead of gaining quanta; then when the mark had enough counters (12 - # of turns since it last triggered, so that total quanta generation is the same as with an elemental mark?), it would lose that many counters and generate 1 quantum of each element.