Asura: small stature... knowledge and cleverness is power... they look best as Engineers (tools/alchemy oriented) or Elementalists (Arcane oriented and then some elements based on their College) or Mesmers (mesmers fight with illusions and mind bending technique... that is power from cleverness)
Charr: big strong feline humanoids... war and destruction minded... they look best as Engineers (inventions/firearms/explosions) or Warriors or Thieves (felines... they are stealthy and such, even if big)
Human: can fit all, no argue there.
Norn: they feel like strong wild humans... individualist animalistic warriors... they look best as Warriors or Guardians or Rangers.
Sylvari: curious plant beings... eager to learn and understand... I could see them as Elementalists (more Water and Earth oriented but still curious on the rest) or as Rangers (connection to nature) or as Thieves (interestingly I see similarities in the stealthyness and dangers of a thieve and "a plant", such as "spikes","sharp leaves", "poisons" and also plants are rather stealthy when going by the wind...)
So now focusing on this thread's subject I would say "Elementalist" alone has no Race that makes most sense to play with. It's more about WHAT Elementalist one will play and style of play. I see a Charr Elementalist calling earthquakes and meteorswarms to mass crash target areas and a Sylvari to, combining with its racial skills, keep a balance of healing mists, paralizing rock formations and vines to control a battle.
Truth is... I want to play Elementalist (prepurchased, no Betas, want to start from the start when it starts

) and before I chose a race
I went to check the traits, to see what combat style I would love the most and currently I have a balance between Arcane Water and Air.
The combat style will be about re-atunement, movement speed, nice recharges, arcane and air for damage and water for healing (self and others)... so I will likely go Asura (and College of Dynamics to match the interest in Air and Water).