I was playing fractals today with my condi build, switched to air expecting to go faster , but i didn't have any traits so it didn't.
then it hit me : core elementalist has no profession mechanic.
Other classes get stuff like bonus damage, cc or heal on demand, or even a whole 2nd health bar, but elementalist's "mechanic" is 4 weapons to swap instead of 2. This is balanced by the fact that ele skills do half the stuff that skills from other classes do, sometimes even less (including damage).
Not only that, but 4 of those 20 skills are auto attacks, and every build uses mostly 2 attunements, meaning there are usually a lot of skills that you won't ever use because they don't do what you want them to do, or just because you just don't have the time to fit 20 skills in your rotation.
For comparison : Condi Tempest uses 9 unique weapon skills in it's rotation, while Condi Chrono uses 6. They both have the same dps at 38 K. (source : snowcrows)
This is mainly a complaint about core ele, as tempest has overloads and weaver skills 3 are on par with other classes skills (aka real skills), so the specializations have mechanics.
I was thinking that maybe we could at least move the minor adept traits in each element specialization (150 power in fire, soothing mist in earth, 25% speed in air, -7% dmg in earth) to be baseline, so something actually happens when you switch attunements ? This wouldn't solve the disbalance between core and professions, but it would at least solve the issue of a class with no profession mechanic, by making your attunements swap do something besides being a simple weapon swap.
Tldr : unless you consider having an extra trait line as a profession mechanic (as in core ele vs weaver/tempest), core ele has no profession mechanic