Asking an honest one here- since it's come up in another thread of mine- and probably should be it's own thread...
Neither I nor my players had ever considered the possibility that elements might be pointless, but it seems that's the dominant opinion hereabouts... ie, that since a block is a block is a block, any given element is as good as any given other element for any given effect whatsoever.
My GM, and me in the game I run (2 seperate groups, with me as the only intersect), tend to force any magic users to pay heed to the fluff of elements... for lots of reasons.
1- the books do, and this is a game world built on those books.
2- it helps limit mages and forces player creativity.
3- it makes mages worth playing. If, after all, I can use fire to do anything I might ever normally think of as fitting within the scope of Air/Water/Earth/Spirit, why would I ever spend an extra point on Evocation's multi-element versatility, when Channeling works just as well, cheaper?
Me, I read that side-bar on blocks to mean something completely different- ie, that direct damage shields, which is the only kind of block it references, can be effective regardless of element... I read it to mean that any element is capable of creating blocks, but that they would simply work differently. A spirit shield is raw force, fire would consume incoming attacks, water would dissolve them, earth would block or ground them, and air would deflect them... A block is a block is a block means that they all work even though they have their own distinct flavors, visuals, and possibly side effects.
Now, for direct damage and direct damage blocking, this is relatively straight-forward... flavor matters less in these cases... but when it comes to just about anything else, it matters a lot more. It stands to reason that bringing up a wall of fire in a door (block movement is a block is a block) might, you know, set the building on fire. Although I can't recall it specifically coming up in the core-book, it comes up in dresden often enough that the really neat thing about fire is that once you point it, and let it loose... it tends to be self-sustaining. The other less neat thing, is that it tends to sort of do it's own thing.
Now, mind, a good GM will probably give the player who tried it a fate point for the introduced complication (if it affects the player in any negative way, which it won't always)... and hopefully, a good player won't see that as a free supply of fate points.
But to me- it matters. If I were interested in running a game where that kind of fluff didn't come up at all, and elements didn't matter, we could play risk... not run a Story, with emphasis on the STORY.
Edit: almost forgot the question...
So then- how and when should/shouldn't elements matter to you in game, and why?