Now to hope my logic works.
Start from Fire. It's the defending element, represented by green. The defending element will always resist itself. From here, the next element it's resistant to is flame, indicated by purple. It's also immune to blaze, represented by blue. Heat and Plasma, which are both pointed to in red, will deal more damage to fire, thus fire is weak to them. Burning deals normal damage, represented by no line. Next, you turn the dial so each line has moved to the next value. So the new starting element is Flame. Through this, you always maintain an equal number of strengths, weaknesses, immunes and normals. This, in turn, can make it easier to determine what to change to. since you can just focus on one element: one weakness. From there, the player will learn by memory and observation that, say, Burning is resistant to Heat and immune to Fire.
Along with this should be a matching of skills, where a type that is weak to another type will use effects that don't matter to that second type. So returning to Fire. It's immune to Blaze. Debuffs that Blaze can inflict don't affect Fire even when inflicted because the type of effects wouldn't affect how Fire is intended to be used. Say fire is meant to be high physical damage. Blaze would use effects that reduce magic. This means everything about Blaze is bad to put against Fire. In the end, you'll know to not remain blaze if against Fire.
Ok, now that I've explained this, I will also note this version of lines might be wrong to use. For example, it says Fire takes normal damage from Burning. However, if you turn the dial to Burning, it says that it's immune to Fire. It would be more optimal if something it was immune to was also weak against it, since you're using two weaknesses.
And that's all I got. Keep it up!