Apart from the effects carried by mobs, there doesn't seem to be quite enough depth or impact from the elements to warrant their complexity. I'd wager that using the elements alike to a generated-spent resource instead would allow for more impact during whatever events or conditions one would be looking for that impact, therefore seeing greater presentation even with the same, on average, power. I love the weather patterns, though some (such as Heatwave) seem like they could use some fleshing out for more apparent impact.
Overall, I'm fond of any idea that allows for greater depth of play and increased available difficulty (with proportionate reward, in line with the games general skill-output curves in side-content), but I don't think this addresses any of the more basic issues with Eureka, which are to me the areas of, essentially, forced dead space, mostly due to the leveling curve.
- Optimal leveling, unless NMs die very, very slowly, requires what amounts to afking, especially due to the late access to mounts. Players create dead space.
- Once NM packs are outleveled, they're generally skipped. Portions of the map become dead space.
-- Even if an upper level wishes to go back and help a lower level group so they can level without essentially afking most of the time, s/he so penalizes their exp rewards that it's never worth it. Again, dead space. (To be fixed in next patch, maybe.)
