For the most part no, the system is set up but I'm still trying to figure out how to display it in a way that's not too much verbal diarrhea but still conveys useful info. Once I figure that out, they will.
A thought on that: Maybe give the enemies an glowing aura that shrouds them, with a pattern and color that resembles the element in question. EG: A martial artist who specializes in Earth Bending has pebbles rotating around their image, or a Pyrolisk with a red haze.
This would also allow you to give elemental phases for enemies or multiple elements that combine patterns. The big downside is that it would require TLC to look right for each creature, and might cost money.
The simpler route is to give enemies a dedicated "game space" for their status info, including elemental strengths or weaknesses. In that case, maybe a tiny picture of the element with an up/down arrow + sword/shield, as appropriate to the creature characteristics.
I guess one of the mechanical questions about the whole thing is how elemental preferences work for characters. Say, an enemy that doles out fire damage, also be vulnerable to the same? I am thinking in this something like having a flamethrower backpack that can go kaboom.
Or perhaps a “Monster Book” for players to look through? Like once they face an enemy, the game reveals information about the enemy like a brief description for players to read and a lists of their element resistance. One way would be to make most of the resistance unknown until the players discovers them by chance or by logic. Like those elemental fairies would be strong against their own elements, but vulnerable to their opposites.