IF each random skill had a 100% chance effect + a random one, it could be alright.
Elixir H is a good example: It heals + either a protect, a regen, or a speed buff. All three fill the same general role of added survivability.
U is totally random, causing it to be absurdly stupid. I mean, a random spell from a random profession: How worse could it be?
C has one use in removing the conditions, so the random bonuses don't really matter. it's a good one.
X is totally random with different uses depending on the situation (and can't be thrown).
Basically, of all the random elixirs, two have certain expected result + random stuff, one is broken to oblivion, and an ultimate that is only suited for PvE, but otherwise completely broken.
Fixes would be, say, B as I wrote above (Swiftness + one random aggressive bonus), X could have a "cycle" (so basically: Pop the elixir, click again to select the spell you want as its icon appears), and U... Should disappear.
Edited by Deuzerre, 22 May 2012 - 01:03 AM.