What I am afraid of is, that all magic’s will be more or less similar except for minor details (graphics and +-10% in stats). This effectively makes your choice regarding the type of magic insignificant and you can as well say that there is just one magic school ingame (because all are so similar).
Where do you get the impression that the magic system will end up like that?! Magic isn't even remotely in the beta at the moment and the devs have released distressingly little information about the magic system. Based on the major inspirations for this game, assuming that the magic system in Elemental will be bland before we've been told anything about it is just a *little* premature and pouty.
The existence of magic types in no way precludes significant differentiation between the different elements. As an example:
Fire can still be geared toward offense and damage dealing and some other nifty effects. Fire shields that don't protect from damage but cause damage to attackers, Fire walls that don't stop units from crossing but damage those that do. Someone else's example from another thread was a flare spell that could blind... It could have a 'cauterize' spell which could act as a very minor healing spell that only works on wounds (wouldn't clear things like poison, etc). The existence of a minor healing spell in the fire element wouldn't make Fire the same as Life, because Life would have a large variety of spells covering a much wider spectrum of healing/rejuvination, etc, and its spells in that area would be much more potent.
Meanwhile earth could be more focused on defensive effects, and anti-building effects. You could slow down your opponents by turning the ground to mud, raise walls of earth/stone to shield your troops either from incoming enemies or even missiles. You could immobilize specific units by trapping their feet in the earth... You could cause earthquakes doing significant damage to structures but minimal damage to troops (rather than damage, maybe it'd immobilize troops for the duration or cause a short disorientation). But there could also be a spell to fling a spray of stones at your opponent, doing damage to troops in the area. The existence of an earth spell that causes damage doesn't make Earth the same as fire, though - they serve too very different purposes. If fire contains spells focused towards dealing large amounts of damage to large numbers of enemies, with some characteristic secondary effects like burning and armor weakening, the existence of a limited offensive spell in the Earth element does not make it the same as fire. For one, throwing stones at people wouldn't cause 'earth damage' - it'd cause physical damage. That already is a fairly hefty differentiation - heavily armored troops wouldn't be hurt as badly by your stone flinging, but they still might be as vulnerable to fire as the next guy.
Damage types have nothing to do with the elements blending together to the point where there may as well not even be separate elements. In fact, they can help prevent that from occurring. But the more fundamental issue is to come up with a wide variety of functionally different spells. Have each element focus on one or two main aspects, but allow for some variation outside of that (otherwise it's just boring). If you allow too much variation or aren't creative with regards to it then you run the risk of having a fireball analog in every element, etc. But the solution is to make, for example, offensive spells in different elements different enough so that having one is not the same as having the other in 90% of the situations you find yourself. Having different damage types is not enough - they must have different damage ranges, costs, range, secondary effects. A fireball might have a consistent area of effect, while a stone-flinging spell might affect a randomized number of troops over a given area (not everyone needs to be hit be a stone, but if you're standing within the radius of a fireball blast you will be affected...).
That needs to be done with or without damage types, but removing damage types is silly (they are very straightforward, there is no learning curve involved...) and it results in very non-intuitive situations - unless you go to convoluted extremes to mimic damage types in significantly more complicated ways (which would be hypocritical).