SO that point still holds.
Perhaps if the basic elemental danmaku was charged bolts or ice ball...something that isn't fire...might make it more intuitive.
but I acknowledge this game logic is very widespread.
If I must rephrase my previous statement:
Warning! TVTropes Link!I can go on trying to point out why it makes sense in Megaman and Pokemon but not in this game, but this'd be a pointless debate done for fun only. Trying to sidestep the issue with "let's not use fire for elemental spells" doesn't help because Mokou MUST use fire attacks at some point and people will bring this issue up again. We are going to have to teach the players to accept this game's elemental system of "what you equip determines what alignment you are, not who you are".
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Right, as for this CH2ST3... I see, yes that's a meaningless mission indeed if all you're tasked to do is survive 7 turns. As I recall, all "survive for X turns" missions I've seen always had a "and defend this while you keep yourself alive" added to it. Otherwise stuff happens like in Gekko's report - you can run around however you like.
Your new "escape from this map" setting is more appropriate for this "we got ambushed" scenario. Best to have that as "get every unit to the bottom of the map" though, even if we have the strange "you can get KO'd to escape the map" loophole. Actually that's a question: what happens when a unit reaches 0 HP? Is there any penalty for letting a unit die?
Anyway, problem with allowing only 1 unit to leave is that you then get players who clear out all the mobs at the bottom of the map, then leave 1 useless unit there to end the map with, while they go tackle everything else on the map in complete knowledge they have an 'insurance' of 'get out of this sticky hole I dug myself into'. We are approaching the mid-game by this point. I know there will be players out there (because I'm one myself) who will power level say, Youmu by sacrificing entire maps to her, and then have her beat up all those high-level mobs you put at the top of the map for even more EXP. Better yet if she can bring a team of support units with her that can spam heals and distract the enemies so she can fight ever longer. Unless you intentionally make those high-level mobs unkillably high in level.
If you don't mind such behaviour, then the mission is fine. If you want to discourage it, then add "everyone must escape" and possibly also "within X turns". The map layout of that mission seems sensible though.