As a starting point, I am using +1 DV resisted by half impact. Damage may or may not be converted to physical or stun. (Note that it seems strange that a higher force aura does not make your melee strikes more effective ... aside from the secondary effects.)
So, First thoughts:
- Acid: +1 DV, Physical Damage. Resisted by Half Impact (round up) + chemical protection armor upgrade rating. With Acid Aura, use the Force of the spell for the Acid damage rating of the secondary effect. For Elemental Strike use half the DV?
- Blast: +1 DV, Physical Damage. Resisted by Half Impact (round up). New secondary effect: Reduce target's body by 2 when determining knockdown.
- Cold: +1 DV, Physical Damage. Resisted by Half Impact (round up) + insulation armor upgrade rating.
- Electricity: +0 DV, Stun Damage, Resisted by Half Impact (round up) + nonconductive armor upgrade rating. Secondary effect still screws you over.
- Fire: +1 DV, Physical Damage. Resisted by Half Impact (round up) + fire resistance armor upgrade rating.
- Ice: See Cold. I don't foresee a bunch freezing the streets, but it would be nice to incorporate some sort of icy grapple at the location struck.
- Light (I punch you with lasers!): +1 DV, Physical Damage. Resisted by Half Impact (round up) + fire resistance armor upgrade rating. The glare modifier should probably last as long as the effect is sustained, not that it matters as flare compensation seems to be standard issue.
- Metal: +3 DV, Physical Damage. Resisted by Impact + 2.
- Sand: +1 DV, Physical Damage. Resisted by Half Impact (round up).
- Smoke: +1 DV, Physical Damage. Resisted by Half Impact (round up) + highest rating respiratory protection. Armor with a Chemical seal uses its full impact rating and negates the bonus to DV. Elemental Aura users should probably get a nice range of bonuses from being shrouded in smoke; all attacks against the user should suffer the heavy smoke visibility modifier. I would make this replace the struck target suffering the visibility modifier for 1 turn. I would also say that Smoke Aura users suffer penalties to infiltration and shadowing except in full darkness (just ignore the cloud of smoke walking by you... nothing to see here).
- Sound: +1 DV, Physical Damage. Resisted by Half Impact (round up). A cyber ear damper adds +2 to the resistance test. Should the nausea only kick in at Willpower x2?
- Water: +1 DV, Physical Damage. Resisted by Half Impact (round up). Revised secondary effect: Reduce target's body by 2 when determining knockdown. You still make the punched area wet. Ladies, don't wear white T-shirts...
Also, what do you think about allowing such users to make a touch only attack to convey part of the damage of the elemental attack? Maybe Force DV for Element Aura (could wind up being higher DV than a punch by the above calculations) and I don't know what for an adept Elemental Strike.
Do you think this makes things more balanced? I think it takes Sound down as the Elemental Strike/Elemental Aura of choice, but I don't think they are all on even footing.