RuPaul?
Freddy Mercury?
Like I said, what you want we have already as the primal weapons
Thunderstorm from Ramuh
http://xivdb.com/screenshots/item/83...6d852b8aa1.png
True Ice Axe from Shiva
http://xivdb.com/screenshots/item/90...719dc26564.jpg
Technically no - It has a glow effect but that doesn't mean anything, by that logic your Brauva Nexus should be Firebased..or really any nexus weapon based on glow would be elemental based. Basically wants elemental based weapons to actually be elemental, but as a response said, it would confuse the new players. Something yoshi actually uses as an excuse.
So you want something like crafted primal weapons and Tidal Wave weapons?
Coming from offline FFs, I was confused when I could use wind to kill wind elementals. My sister, who plays very few (offline) games, was confused when I could kill fire elementals with fire, and my dad, who plays only one game (the card game that comes with Windows), is definitely confused why elements doesn't matter. The excuse that an elemental wheel would be confusing seems just like saying "we didn't want to bother programming and balancing an elemental wheel so we'll blame it on newbies instead". Though pertaining to cosmetics, I agree that we need some more solid effects rather than nebulous glows.
Some of the primal weapons do not initially have a glow on it (Tidus, Garuda, Ifrit, Good King Moggle Mog XII., and Leeviabeetus). However, through demimateria crafting, you can add in particle effects; it'd glow and have some of the effects based on the element.
Tidus would have a yellow/orange glow with floaty rocks,
Garuda has a green glow with white feathers
Ifrit has a red glow with speckles of flame
Good King Moggle Mog XII. has the musical notes and sparkles
Leviabeetus has the blue swirls.
After Leviabeetus, Ramuh and Shiva weapons already have some of the glow built into it, but not necessarily particle effects.
A thing I want to add into the elemental wheel in combat is that itd be rough to balance, espically for someone like a BLM and their current combat design. We don't want to segregate classes because they can't be effective for a specific encounter, nor do we want to have an enormous amount of buttons to press for really no good reason.
That's not the reason they chose to remove the elemental wheel at all, it's because with BLM gameplay ( having an element being damage, the other DoT, and the last for MP regen ) it couldn't have worked with an elemental wheel, except by having each kind of spell so 3 DoTs + 3 DMG + 3 Regen spell x 6 (each element) meaning a wonderful 54 spells for the BLM instead of 9. Not counting all the issues with dmg absorb and fights where the elemental wheel would have make BLM OP.