I do feel that tree is maybe too dependent of forest hexes. Lots of forests and they gain huge advantage, few forests and they are useless.
I agree. I think that having a couple of abilities gain a regular bonus in the field (while having a super awesome bonus if the Life elemental is in a Forest Hex) is a better way to go. For example, for Nature Rituals:
Instead of
"2AP: Harvest 1 non-rare Life card from a Forest hex."
...it could be
"2AP: Harvest 50 electrum from a hex; gain an additional non-rare Life card if it's a Forest hex"
On another note, I'm starting to realize that nearly all of Life's Tier 2 abilities basically reward upgraded cards (which is nice, don't get me wrong), but kind of limits the diversity in what they can do on the field or with others. I had another idea, but feel free to ignore it as usual.
If a battle is fought in a Forest hex, use up to 6 additional upgraded cards. use up to 6 additional upgraded cards.
Replace 'One with Nature' with 'Regeneration':
Regeneration
3AP: Consume a relic. Generate 1 non-rare creature per turn. Lasts 3 turns (or 6 turns if used in a Forest Hex).
Again, these new skills can allow Life elementals to do decently well on the playing field, but gains that extra 'oomph' if they're tree huggers. ^^; Just a few suggestions though just in case the current skills are lacking or not playing up to their original standard.