As-written, Elemental Magic is an excellent minor virtue.
...yeah, I know.
the following spell concepts are based off of the ward described in Covenents, which explicitly lists multiple separate effects, all combined into a single spell. (Covenents, pg. 104, "ward against mundane intrusions"). Thus, it's perfectly legal to combine multiple guidelines into single effects, if you've got the lab total to pull it off.
- Use the expanded character creation rules to spend 1 xp a season in all 60 seasons of your apprenticeship (or as many as you can - probably only 57, technically). That'll get you to just over lvl 10 in each of the four elements.
- Elemental Wards: relatively low-level wards that protect against all 4 elements. (Probably lv 15 base, +2 circle/ring, +0 for other elemental requisites.)
- Elemental (the creature) spells: single spell to create one, control one, or destroy one, have them affect all 4 elements.
- Elemental attack spells - choose an arbitratry level, and have it do 4x as much damage with the other 3 elements.
- Elemental Intelligo spells: stack 'em on top of each other to learn lots of stuff about an object.
- Elemental Perdo spells: again - stack 'em to destroy whatever it is you're pointing at.
But I do agree that those are kinda boring. With Troupe approval, I'd recommend you declare the integration of the guidelines for Hedge Elementalism. Or alternately, declare that the "if there's a relevant guideline in one TeFo, you can port it to another TeFo as appropriate" affects the elemental affinities for Animal/Corpus/Mentem. So, you could use Fire to summon predators, water to affect the cholic(?) humor, etc.