Ah, I see. Not mission critical, I was rendering a mask (from a painted shader where I'd painted R, G and B zones) for use elsewhere and just wanted the Surface Diffuse Color. Thought it would save conversion to render as .tif, but ended just converting the .exr.
Rendered out all the elements today to see which actually did render as .tif, it was only:
tgAlpha
tgRgb
tgSampleRate
tgSurDepth
I usually only render .exr so not a problem. What would be nice to see (and since the Render Elements are grouped in the Render Layer gui) is the ability to set .exr bit depth per group, i.e all "lighting" could be set to 16bit and all "data" to 32bit where you'd need the precision. I'm still on 4.6.31 the elements are output separately, I see in the release notes for later versions you're supporting multi-channel exrs and you'd have to commit to a bit depth for that.