For xp'ing, eld and ench are en par, because you want to level both with mana spec. Ench comes with a variety of baseline pets, Eld with an aoe str/con debuff in mana spec line, which you'll be using most for xp'ing in groups. Mana spec is expected for both when you join DS/HoH groups, which often include a combination of enchs and elds.
For Ench, mana is the go-to spec, because you gain the heat debuff in the same line with which you bombed yourself through the xp grind, so on top of your pbaoe, you can debuff targets for you and other heat nuking casters, meaning you are often expected to be main assist in rvr. Another possibility is light spec, although it is less common because you still need a mana ench for the heat debuff to be really effective with light spec. If you end up playing in a team consistently, the combination of light and mana chanter is nice, but it is more situational than mana chanter+another caster.
For Eld, light, void and mana and some split specs are viable, but the spec is dependent on how you want to play. As light eld (46 light, 28 mana, 4 void), you gain a lot of utility with d/q debuffs, nearsight, a backup mezz and spec nukes in your main line, preferred secondary spec would be mana with disease, str/con debuff and a low lvl bomb, good for showing off and clearing pets. Light or a split spec including light spec is expected in roaming and 8man groups, where you offer interupts and stuff to annoy enemies (disease/debuffs/ns). If you end up in a caster group, you are expected to assist the chanter on debuffed targets.
Mana (49 mana, 22 light, 5 void) and void (46 void, 26 mana, 10 light for grey ns) are more suitable for zerg gameplay, the first offering bombing enemy zergs, while the second offers bolts, aoe and gtaoe (ground-target based) nukes and a set of resists debuffs, but not for your own dmg type. Animists will like the occasional body debuff on a target though
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