Right, we do have more info now, don't we? Here's the build I'm planning on trying out first:
Note that I only put points in earth and air, but that a lot of the minor traits don't depend on me using any specific attunement. In fact, I think inscription and evasive arcana might work better if I swap attunements fairly often. I plan on using glyph of elementals in one, cast the long recharge spells and then switch before casting glyph of lesser elementals.
Then after getting up close to enemies, switch to earth attunement so that earthen blast will hit them and tank for a little while. Should be pretty easy to do with all the defensive skills you get from that line. Should keep the attention off of the elementals while they're up quite nicely. If they go down or I start running out of defensive options, I'd swap to air before or after dodging away from them depending on what spells evasive arcana puts into effect. Then hopefully kill them. Bosses would be a longer process of course.
So basically, earth will be my go to while tanking in the front lines and air will be my go to while trying to kill stuff from afar. Fire and water will probably be more of a switch in and out kind of deal, to get more effects from my glyphs/traits. Oh, and to apply more conditions as I have +300 malice from traits and +0 power from them. Burning from fire and chill/dazed from water.
Gah, keep trying to state I like the attunements in this order: Earth, air, water, fire. With water and fire basically tied. But I'll be swapping a lot so it probably doesn't matter which I like the most. Btw, I like this system a lot more than gw1's, both the ability to use multiple elements and the fact that enemies don't have armor specifically for certain elements or more important, immunity from any of them.