The walls you can pass through, Air, Water and Fire. . .either have or do not have associated modifiers to moving through them, firing across them, etc. . .the solid walls don't, but that's because they are presumed to offer complete protection up to the point you break or hole them (and they offer rules on breaking or holing them).
So RAW wise, Stone/Earth/ice walls qualify as solid cover, water wall is a serious impediment, Air wall is a moderate impediment. . .and fire is no impediment at all. It causes zero modifications to attacks across it. . .it does cause damage if you try to cross it, so you can use it tactically to avoid melee by putting it between you and an attacker.
I think the rest here qualify as cool house rules, but a super hot fire wall that incinerated arrows crossing it, or a wind wall that acted as an elemental shield vs Earth attacks (beyond the missile fire penalty it already causes in RAW) would be interesting higher level versions of the as is spells from the RAW, but in the RAW, they don't affect missiles unless the spell description states so, nor have any more dramatic effect on other elements.
That said, the "Conflicting spell effects" rules from SL could be used in the sense of "I use water bolt to put out his fire wall.". . . .or the GM could even state that in their opinion firing a water bolt through a fire wall or a fire bolt through an ice wall qualify as "conflicting effects" and could cancel one (or the other, depending on roll).
Keep in mind though that ice/earth/stone walls are not magical effects, once cast it's a nonmagical permanent wall of ice/earth/stone. . .water wall creates a wall of water that stands for the duration, then the water splashes and runs away, it doesn't magically evaporate off. . .so the active element of the spell is normal material of the sort. . .i.e. a Wall of Stone is made of stone, not magic elemental stone that reacts overtly to the presence of air.