As the original topic has been answered, I don't see why we shouldn't talk about simultaneous turns versus nonsimultaneous turns in general, and not necessarily in relation to Elemental. I guess I should say that I don't really care that much about the issue, especially since we've got the choice between them, so please read this just as a comparison between the systems and not as an attack.
Losing an action due to the unit moving first is a valid complaint about simultaneous turns.
I don't see how you can argue that the first person can easily have the rug pulled out from under him. Assuming equal distances to a resource, the first player will always beat the other to a goodie hut. They will spend most of the game being a turn ahead of everyone else, so they will already know whether there is a goodie hut there or not, since they have the vision of turn #86 while everyone else is at turn #85. Eventually these advantages may diminish over time but they never go away, and the fact that they had them at the start of the game is never changed.
It's like this in board games as well. The first player has the advantage of the most choices, and most boardgames put in something to balance it for the other players that play after. In fact in really tiny computer game maps, you can see the first player dominating in the game because he's had the chance to build an attacker before anyone has had a chance to build a defender. He will be twice as far ahead in production as the next player on his second turn, 33% ahead on the third, 25% on the fourth, and so on. In a completely balanced map, he will always complete the wonder first, be the first to get the bonus from a tech. This is mitigated by having a ton of equally good choices so players do not regularly overlap in their decisions, and by inequal starting locations.
If we really want to get into it, there's different kinds of simultaneous turns. There's ones where the orders are accepted simultaneously and then processed after everyone has hit the end turn button. There's also one where orders received in the same timeframe are then handled randomly, independant of who hit the button first. Civilization currently does this, eliminating the "he's the host so his computer beat me there!!" complaint and leaving the "this unit lost an action because we moved at the same time" one, albeit with the caveat that he didn't lose an action due to a bug, he lost an action because the player took the 50% chance he might get the goodie hut.
I don't really care for the first because I like to see things happening as soon as I give the order. The second one works wonderful actually, but every time this debate comes up and I bring it up, it gets ignored in the hustle.