... The question is, if units do not have different resistances to different elements, aren't fire damage, ice damage, posion damage etc essentially the same thing? The only way I see them making any difference is if particular creatures or units have specific resistances to those different elements. ...
Seems like picking damage flavors that had nothing more than cosmetic effects would be dull in the long run. Ideally, I'd like to see some high-cost general defense enchantments as well as less costly things like +1 vs. Fire magic or whatever.
This isn't unique to this aspect of the game, but in topics covering many areas of the game, people are setting themselves up for some serious disappointment. Everyone seems to want their own particular interest area to be an incredibly deep and involved game in it's own right, and it's just not going to happen.
You forget wildly demanding customers like me. I want *every* part of the game to be as deep as it can and I want an automation-rich, keyboard-friendly UI on top of it. Total control freaks should be able to twiddle nearly everything every turn, but the game should also work for people who want to make a bunch of broad decisions, delegate supervision of most of that, and focus their UI time on the areas that they find most interesting.
Of course that kind of thing might be philosophically impossible for the scoring/multiplayer crowd.