Right. That's why I would prefer if elementalist magic had a wider scope than just different damage types. I could see Earth being the best at protection, battlefield manipulation, and "burly" style buffs, Fire being the best at damage and also having things like haste and maybe purification stuff, Air dealing with movement and thought, and Water being sneaky, subtle, and malleable. Or something like that, I'm just tossing ideas off the top of my head.
In
Ryoko's Guide to the Yokai Realms, there is a quartet of 2nd-level spells that could be used to manipulate the battlefield whenever a particular elemental attack happens. Calm Air, Calm Earth, Calm Fire and Calm Water. Here's what the Calm Earth spell can do:
Calm Earth
2nd-level transmutation
Casting Time: 1 bonus action
Range: 120 feet (60-foot cube)
Components: V, S
Duration: Concentration, up to 1 minute
Class: Bender (earth), Druid, Ranger, Wizard
With a disciplined gesture and stalwart word, you calm the earth in a 60-foot cube centered on a point within range for the duration. In the area, a rockslide grinds to a halt, ground tremors are soothed, and the effects of earth-based spells of a level equal to or lower than this spell, such as the
earthen uppercut spell, are prevented and suppressed.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the level of earth-based spells suppressed by this spell increases.
The other three spells work pretty much the same way as the Calm Earth spell.