Spirit/Force is never going to apply a "Drenched" aspect like water can. Sure, I might get drenched in ectoplasm (ick!) but that is not the same thing. Setting fires with spirit may be possible with really intense light, but it's going to take much greater power than a low-level fire spell (i.e. more shifts to pull it off). Certainly, many of the effects of air could be mimicked by spirit/force, as it could many of earth's effects, but I'd argue that spirit could never disintegrate the way water can (maybe, if we got into hyper-telekinetic control on a molecular level...but wow...talk about over-the-top).
And applying aspects, and adjudicating what those aspects mean and what they effect is mechanical, not just narrative.
I guess what it boils down to, for me anyway, is this:
I would never let the idea that there is "one overriding element that does it all" fly in my game. That rings heavily of "finding a cheat", something that takes away the fun from the table...again, for me. We could debate the quality of elements all day long, but in the end, what really matters (for me) is keeping the game entertaining, diverse, and exciting. Giving any single element or specialization the "I Win!" button works against those goals, thus it will never happen in my game. If having an uber element works for your game, where every other caster that bothers looking at another element is doing so out of sympathy or concept, and not backed by mechanics at the table, then groovy, have at it, I truly and genuinely hope you have fun playing that way. But that's not how the rules are written, mechanically or thematically, as I read them. Justifications can allow for a great deal, but if the BS gets too deep, I have no problem in calling it, especially to help ensure that elemental specializations keep their diversity and teeth.