Y'know I hadn't even considered the theming of it like that, that's a sound point. Perhaps something less charged like Aether Blast or something along those lines could work to decouple it from any intrinsic origin flavor.
Also I wasn't really sure of toggles being limited to 3, nor did I even know Staff fighting had a toggle system like that. Everyone shits on it so I never even looked at the powerset lol Still, limiting it to three is perfectly reasonable. I feel like fire would be the easiest to ditch since fire has plenty of its own preence everywhere else. So Cold, energy, and negative would be more flavorful at the end of the day, plus I feel like negative should get in on the offensive toggle-buff fun here.
It also occurred to me that this doesn't really need to be that widely stretched to pull away from the inherent magical lean. The presence of Devices/Traps as a powerset sets plenty of precedent for "origin flavored" powersets. Plus hand-blasting various energies is all inherently magically charged but it's ambivalent to the character in the end, it's just open to interpretaation because it's so generic. So the presence of a "casting focus" in and of itself is the main problem but it's also the entire point. So in this case, I thin Aether Staff might suit the whole thing better, if not best, to let it be something not inherently magical in topical nature enough to let tech-bros have a crack at interpreting it for character concepts.