Ah, I see that you have actually read my post... and haven't found it utter crap. This is nice, however I do wish to clarify that by mentioning possible 'new offensive spells' wouldn't exactly mean that they would have to turn out to be spells like 'Super-great call lightning mk.2' or 'Solar's unavoidable strangulation'. More options in offensive spells != more offensive _power_.
As a side note, Earth_priests were powerful, the 'new and improved' Earth_priests should be more in tune with the balance of things. The old (I know very little of the new(test-phase?)) Earth_priests had too great an effect on the number of monsters killed per human player, and were therefore removed (I suspect this being the main reason). Also, their minions did not get their share of money and eq... (reason 2)
This meaning that a single earth_priest player would have used many times more the "mud-resources (in terms of monsters, money, eq) than other player-classes that day.
I have always wanted more options (of perhaps equal power) for everything, probably because that way I could choose the more stylish (and sometimes less used) alternative. Even spells that do the very same effect, but with different descs would do just fine... for starters.
When(note: _not_ 'if'

) you code new spells/skills/abilities, you _don't have to_ uptune or downtune the guild in question. Of course, these things can get easily out of control. Usually people start to whine that X is too useless or too powerful.
But my point in comparing different elemental priests are that none of them should be more powerful than the others. Naturally defensive/non-combat/(healing) capabilities take (or should take) from offensive capabilities and vice versa. Old Earth_priests did have their undead meatwalls in front of them, which they could heal, as well as safely blast from behind them. And this luxury did not even take its share of money and eq...
Argh, now I went on ranting and just look at this mess! Hopefully even one of you is able to understand me... or my arguments.
Okay, now that you have read this and are confused, I'll clarify it a lot:
Air_priests: Not more power, but more spells. w: Not that major an uptune, only more options concerning spells that are used.
Old Earth_priests: Were > current Air_priests, w: new earth_priests = (in power, not in appearance!) air_priests, probably air_priests need to be uptuned.