Gromm said:
Personally I don't think a feat should get around it. Its a disadvantage of being a water elemental. Each elemental has its own weaknesses and strengths. Besides, what 16th level (or is it 17th?) spell caster cares about their melee damage? I think a few Acid Balls and the like with insanely high DCs would be worth the tradeoff. At that level if your not a warrior type, fighting is almost a exercise in futility.
That doesn't mean that all of the elemental forms are balanced.
If you look at it, the Air and Earth forms are probably the most powerful in normal circumstances. With Air you can fly. With Earth, you do acid damage (takes care of regeneration) and get a bonus to attack when both you and your opponent are in contact with the ground.
Water is actually weak in comparison to the other ES forms, mostly because it would be rare you would use the gained abilities. Whereas you can make the other Masteries work for you in a normal campaign, it would be tough with water.
It also depends on how much water you and the opponent must be standing in. If a simple rain shower is enough, I would be looking at all the ways to make it rain on an opponent.
I'm looking at the ES myself. I wanted water (the cold powers) but the trade offs for that last level are really a problem. I don't see it being nearly as much of a problem for any of the other forms.
BTW: This is for a sea faring campaign, so there are actually times that I would be facing opponents who are swimming. Even with that, I'm concerned that it would be a disadvantage too often. The Quesh Flame ability might balance that though...
Air wouldn't be a problem, but I don't think it works as well for my concept. I hate having to make style vs power choices.