I agree with what you're saying.
I strongly agree about the shard requirement issue.
The shards are ONLY supposed to be needed for the most powerful spells and ONLY because they are "Game ending" spells.
I.e. the shards allow us to let players who know they're going to win the game eventually because they control so much but don't feel like grinding down the survivors a way to just wipe them out in a fun way.
Unfortunately... some of our spells went a bit overboard. I mean, fireball requiring a shard? No. That's wasn't the intent.
One of the things you guys are running into in this beta that is, admittedly, new from our other betas is that when stuff gets checked in, the initial values are not being put in by me. In our other games, when things got checked into the public tree, they "temp values" were put in by the designer.
Because Elemental has so much stuff, there's a lot of stuff checked in that I didn't get to see until you guys do. That's how you ended up with super powerful creatures on turn 1 or spells that require shards to cast that really are spells you shouldn't have to research.