My personal take:
All Furycrafting: Either Channeling, or Evocation. If you have only two elements, you can still buy Evocation and trade the third for a specialty. If you hit High Lord level macro-scale effects, you buy Thaumaturgy for that...only taking Elements as thematic thaumaturgy specialties. Air and Wood can do Veils, just like Spirit does.
Each area also has other powers/potential powers.
Air: Wings [-1], Inhuman through Mythic Speed [-2 to -6], with Human Form [+2] or something very similar to reflect the fact you need to activate it and it gets messed up by, say, being covered in dirt.
Earth: Incite Emotion (Lust)...rarely with much in the way of extras except maybe at range [-1 to -2, usually], Inhuman through Mythic Strength [-2 to -6] with, again, Human Form [+2] or something very like it to reflect the same activation issues as Air, and that you can't do it while not touching the ground. You only get that Human Form bonus once, no matter how many elements you've got though.
Fire: Incite Emotion (Whatever ones you like) with potentially all the extras and more...including the ability to effect everyone in a Zone (which I've always pegged at around -2), possibly something on the order of Claws [-1] if you can summon a sword of fire...or that might just be Evocation at work. A Human Form drawback like the others. Possibly Physical Immunity: Fire Only [-3]?
Water: Supernatural Senses (Empathy) [-2]...given how cool that is, Aquatic [-1], Ritual (Biomancy) [-2], Claws [-1] and other examples of combat-timescale shapeshifting if you're really good. A Human Form drawback like the others.
Metal: Inhuman through Mythic Toughness [-2 to 6], Mastery of Metal (+2 on all non-magical skill rolls directly involving metal, including Craftsmanship and most Weapons rolls) [-2], Deadly Blade (+2 to the Weapon rating of any metal weapon used) [-1]. Human Form [+2] like everyone else.
Wood: This one is the hardest. Definitely Mastery of Woodcraft (+2 on all non-magical skill rolls directly involving woodcraft, including most Survival rolls, some Stealth, and just about all Archery) [-2], Deadly Shot (+2 Weapon rating to any bow wielded) [-1], maybe throw on the Recovery powers if you want them to be available (it's thematically a solid match...but not something I think we ever see or have implied)...but even more than fire, I expect a lot of them just focus on the Evocation/Channeling side of things, especially Veils. Human Form [+2] like everyone else.
The Marat meanwhile, are a bit difficult to tell, but seem to have Inhuman Strength, Inhuman Recovery, Echoes of the Beast...and other powers as appropriate for their Totem. Doroga almost certainly has Supernatural Strength and at least Inhuman Toughness for example.
The Canim, as someone suggested, have Echoes of the Beast, Claws, Inhuman Strength, Hulking Size, and Wizard's Constitution by default, and can get other Physical powers and a very nasty form of Sponsored Magic for the ritualists.