I will try to keep this brief, and if any Devs are reading this I hope this gives you a brainstorm of if not things regarding my ideas, maybe some other way to improve the specs/class. I have some ideas on more permanent implementations for mainly Elemental but could also give ideas for Resto.
What if they gave us a way to add elements to our Lightning Bolt/Chain Lightning via some sort of infusion similar to Wildfire Bomb interactions with SV hunter? Perhaps there’s Fire/Water/Earth/Wind infusions that we can choose which to use. Fire Infusion spreads Flame Shock to all enemies struck by it OR if enemies already are afflicted by Flame Shock then it refreshes/reapplies Flame Shock and turns the Lightning Bolt/Chain Lightning into Lava Beam. Lava Beam I think looks neat and should be a thing more than only via Ascendance IMO. Water could give enemies a debuff that synergizes with Icefury build and Enegrized Shocks so that rather than being a debuff we have to maintain, it has Frost Shock hit up to X enemies and if they’re affliced by the Water Infusion Debuff it deals increased damage. So for example you Infuse Chain Lightning w/ Water, cast it on a pack, then Icefury into Frost Shock for some cool interaction and damage. I don’t have an idea for Earth, perhaps a stun or something but I’m drawing a blank. And lastly for Air I’m not certain on but maybe you could do something that infuses your next Lightning Bolt/Chain Lightning to empower your next Earthquake to also invoke a Tornado that follows or stays on top of the main target of your spell (like Lightning Rod for example) and does AoE damage.
This would incorporate all elements into a fun and meaningful gameplay experience and also give us some (minor) skill requirement in choosing the right element for the situation. I know that some of these sort of exist, with Liquid Magma Totem as well as Icefury/Electrified Shocks applying a debuff, but this way the Water Infusion Debuff would stay for however long and you just use the 4 charges of Icefury Frost Shocks to do increased damage rather than a debuff you have to maintain on the target for ALL Nature damage taken so that you aren’t trying to pump a ton of spells into a small window, refresh it, and start all over. This gives us the freedom to have the debuff last for a bit on the target(s) and just causes Frost Shock to hit AoE and do more damage rather than a debuff to maintain.