Life/Death element doesn't use shards per se so if you were to be able to start with a different element, then you wouldn't have access to that type of mana/magic unless that part is added too. Altogh we know now why there hasn't been any life/death medallion, I wonder which is the (current) lore reason for it.
My primary interest is how the game lore will affect un-modded sandbox play. I'm a little disappointed to see what strikes me as conflict or confusion about 'the' elements and how the Black Rune that appears atop all these forum pages translates into both plain English and game mechanics. If it is one thing ('the fifth element'), then both Kingdom and Empire sovereigns should be able to use that 'flavor' of magic, with value-based differences in how they can use it. If there is no way for a Kingdom sovereign to use death magic and vice versa, then we need a sixth rune and supporting text that is clear about the differences.
Put somewhat differently, after gratitude for a way above-average FAQ, my only real complaint about what Brad shared in that dev journal is that the current 'Kingdom = Life and Empire = Death' thing seems, at least at the plain language level, to be an attempt to duck the classic epic fantasy good vs. evil thing. I'd really appreciate an innovative way to escape the trope, but I fear that the current plan is closer to being a 'copout' than it is to being a new approach.
p.s. I should probably note that my take on all that is probably skewed by my interest in seeing Elemental include game space for 'neutral' approaches along the lines of classic D&D druids and for players who are interested in modern nature-isn't-all-sweetness-and-light thinking, with nature being a rough synonym for whatever the Black Rune means in English.