I suppose I'll weigh in on some of these myself, since I've asked others to . . .
-> aether is a hard one for me . . . this is the element with the least cards (at least it was last I checked) and it could really use more variety, but ALL of the existing aether cards are doosies. Between fractal, mind gate phase shield and phase dragon this element has a lot of major game changing cards.
-> I agree this needs more use of the airborne passive. Maybe make it a little rushier?
-> Fairly well rounded. Opening up a few more "sneaky" strategies could be cool.
-> Better creature control. Death isn't very good at killing things right now.
-> Fairly well rounded. Maybe more permanents? Earth is the only element that can protect permanents, but earth doesn't have many permanents to protect.
-> Entropy needs to break it's rainbow addiction. Two of entropy's strongest cards (supernova and fallen druid) are primarily useful in rainbows. When not in a rainbow entropy feels a little blander than I feel it should.
-> Fire needs to start diversifying. The two things fire does really well right now are rush decks and creature control. As far as rush decks go, there's really no room for improvement. Someone (maybe Antagon?) posted a fire rush deck they said could consistently kill an opponent by turn 3. Any faster and it'll just be ridiculous. As far as creature control goes, the spells fire has work fine, there isn't really need for more of them.
-> I suppose I see what you mean about the unupped rush, but I really feel most elements don't have a strong unupped rush deck. Gravity could stand to be a little more strategically focused, but other than that I don't know what to add.
-> in much the same way death isn't as good at killing as I feel it should be, life isn't very good at healing. Miracle, SoD and SoG tend to outshine heal and feral bond, and life can't heal creatures at all, whereas light has guardian angel and holy light.
-> Not sure at the moment, I'll come back to this in the morning.
*Edit* Came back to this, and I think
needs to branch off from healing.
seems to have a generally defensive focus, and most
permanents come into play immortal, so maybe keep going with the defensive focus? I've seen some spells for light to blind creatures giving them a % miss, and I like them fairly well.
-> like entropy, time needs to break it's rainbow addiction. New and interesting synergies are popping up between time and gravity, and time and aether have always been good friends, build on those, and maybe mono
-> water does have synergy with a lot of elements, but few of those synergies are strong enough to carry a deck. reinforce some existing synergies, especially with earth. The trident is a really potent weapon and no one is using it.