Ah, but you see this is because I am tired of the fact that my own Dragon-Blooded Outcaste Water Aspect will be needing to armor her elite bodyguard in White Jade if she wants to use her War Charms optimally, instead of having a badass black-clad entourage.
Fitting elemental themes has everything to do with overall charm concepts filtering down to concrete effects and nothing to do with nitpicking minutiae like having the wrong kind of jade. Jade type is just flavor. Ultimately the concept of the charm is just "the unit gets improved armor, with better armor and armor more suited to the dragonblood gets bigger bonuses", to the point that you could rewrite the whole thing as saying "+XL/+XB bonus where X is the Resources cost of the armor worn -1, +1L/+1B if deliberately customized to the specifications of the dragonblood in command".
That Dragon-Blooded see their Charms through the lens of their elements is important, but ultimately an aesthetic and not the ultimate focus of their Abilities, as you will note that Blazing Courageous Swordsmen Inspiration looks very much like a Fire Aspected Charm, rather than an Earth Aspected Charm; now my ideal system for Dragon-Blooded Charms includes Charms from like three of the elements for each Ability but I still have to somewhat operate within the recognized paradigm here.
I would actually disagree that Blazing Courageous Swordsmen Inspiration looks fire aspected; it's a temporary toughness buff, which is earth aspected because earth encompasses concepts of durability and relentless endurance in spite of hardship. The fact that it slaps some fire flavor into the name and first line of the description counts for little (something about lunar charms being solar charm clones but with mentions of animals in the first line here). I guess you could argue that it's got the fire thematics of pushing beyond one's limits until being burned out, but I would expect that to have different mechanical effects to reflect the flavor (probably something like automatic exhaustion even if they live through having their temporary damage rolled over).
More generally, the aesthetic of a charmset defines what is acceptable for the charmset. This is as true of any type of Exalt as it is for those with more limited themes, like spirits; while exalts should be able to accomplish a huge variety of things (which is why they have charms in every single ability/attribute) they
must approach those things through the the lens of their themes. The "ultimate focus of their Abilities" is
to express their splat's aesthetic.
Now, the argument that the themes of a dragonblood in any given area are not limited by the aspect linked to that ability is reasonable- certainly it's a popular one, with the 3e Clutch of Dragons fanset going so far as to outright declare large fractions of the charmset to belong to elements in spite of the usual ability-aspect pairings. But in that case you can clearly see the idea of "this is how Water would approach Lore" or "this is how Fire would approach Integrity" behind charm groups; there is a specific element acting as the dominant theme to justify a variant approach. Admittedly, dragonblooded have the supersoldier concept to work with as well as the elemental concepts, which helps to paper over some thematic cracks, but it's still "this is how [a soldier of] [Element] would approach [Ability]", in the end.
If you abandon this, in the end you find that you haven't made a dragonblooded charm tree, you've just made a generic charm tree that you could easily slap on any random dragonblood, war-ghost, or demonic captain-creature without having thematic dissonance. Not that having something like that isn't nice, because it is, but more from a behind-the-GM-screen perspective than anything else.
See, this is where I heavily disagree; first of all, I am using the Kerisgame version of the Abilities (so this should probably be Command tbh). Now, the second part is that those Charms were Lore Charms originally; they fit in War because Dragon-Blooded are really good at murder and a Dragon-Bloded general is totally able to throw lightning strikes which kill hundreds of men when he directs the fury of Mela in their direction, just like a Dragon-Blooded scribe can send messages on the wind and twist the sounds of his speech or a Dragon-Blooded dancer can make even the deadliest assassination look like innocent play, or hide a terrible sneak attack in the appraisal of a rose. Solars master their Ability and thus gain I HEAL GOOD Charms in Medicine, I RULE GOOD Charms in Bureaucracy and I IMPRESS GOOD Charms in Presence, but they can't just take Medicine to lead a hospital; they're going to need them all. Dragon-Blooded however, are specialists; they approach a field, learning a large variety of tricks and gaining a very particular set of varied tools to deal with it, which is why War approaches warfare from the angle of "how do I kill lots of people and make the battlefield a living hell?"
I suspect that we're going to have to agree to disagree here, but I'll reply anyway.
I don't disagree with most of this; indeed, I firmly agree with the idea that thanks to their thematics dragonbloods should be able to take actions which result in the death of their enemies in almost any Ability, and push past human ideas of what is possible and into conceptually and elementally rooted ones.
But they
do have to stick to those Abilities when applying the concepts. War (or Command) as an Ability is about controlling your own troops, and when it's not about them it's about understanding and manipulating terrain or the enemy. Is using War to kill the enemy valid dragonblooded charmspace? Sure! But they need to do it in a War-like way, which means it's done by controlling their own troops, or by understanding and manipulating terrain or the enemy. Buff their guys with flaming swords, cause a fog bank or a chasm or a gigantic flaming hellscape, identify the enemy formation's weakness and crack them apart with a terrifying charge; whatever.
But don't just throw lightning at them and call it War, because that's not conceptual War, and you can't justifiably include it in conceptual War (because it kills people [always okay] and War involves enemies [loose Ability link]) any more than you can include it in conceptual Sail (because it kills people [always okay] and Sail involves weather [loose Ability link]). If you've got very solid thematic argument for why "just shoot them" is a War-linked concept, I'd be happy to hear it.
(Note: I will also argue that having Elemental Bolt Attack and the following in Lore was dumb, so clearly I'm not entirely tied to canon interpretations myself and have long ago wandered off into opinionspace.)