Racial Spells: Any racial feature that gives you spells will tell you how/when you can cast them. The key for the Mark of Detection Half Elf feature is the first line, specifically the cast with this trait part. This is present in several racial innate spellcasting features. What this means is that you get to cast the specified spells for free through the mark once per day. Now, this particular feature doesn't state that you learn or know the spells, so you can't cast them again with a spell slot. It's still three extra spells you can cast each day, which is great with warlocks.
Patron: There are multiple ways to build and play each class, but just from the list you provided, the party looks pretty well-balanced already. Front-line, support, casters, damage, etc. I would say just aim for a play style you think would be fun and interesting, or talk to the rest of the group for ideas about what sort of weaknesses they might want to be covered. In order for us to properly recommend a patron, it'd be nice to have more information about what sort of character/build you want to make. However, here are my thoughts on the matter. I do agree that Archfey wouldn't be a great choice due to its emphasis on charms, which Elves are resistant to. You seem to be interested in the celestial warlock. If you want to play them, but are worried about excess healers, I would check with your casters to see how much they plan to play as healers. Not all clerics, druids, and artificers heal after all. At the same time, you could just stick with the celestial patron and not take healing spells. You can keep the Healing Light feature as your healing method, but take strong fire/radiant spells like guiding bolt to work with Radiant Soul. Here are some other quick summaries: Hexblade has features to help with a more martial playstyle, though it still works well as a caster build. The Genie patron is pretty good if you want to create a focused elemental build around earth, air, fire, or water. The Fiend patron also works well for a fire-focused build. The Fathomless has a lot of water-based features and still works well even if you're not in a naval/underwater campaign. The Great Old One is good if you want to focus on psychic damage and effects. Undying and Undead both have different flavours of an undead or necromancer-style character.
Also, one more thing since I've felt the same about this as you likely do right now. As I mentioned there are multiple ways to build each class, so don't feel like a class is locked just because someone else is playing it. This is especially the case in larger parties. For example, if the druid is built for buffing and healing spells, you could consider focusing on damaging or area control spells, wild shape with a moon druid, or even build for a melee druid with the Circle of Spores.
To add to what Tony said, I also wouldn't worry to much about your few spell slots. You get to know many more spells than you have spell slots so situational utility spells are very useful for a warlock to have. Also you recover your spells on a short rest rather than a long rest so if you spend a spell to solve an out of combat problem and don't immediately get into combat it isn't much of a cost to take a short rest. Combat for a warlock basically boils down to having eldritch blast and the agonizing blast invocation, sometimes other eldritch blast cantrips if you want a little extra utility with your main blast spell, and 1 concentration spell and that is typically all you need to stay relevant in combat. Warlocks are very flexible in general, and your party is very large with many roles covered. If you are looking for a blasting lock though, Fiend, Fathom, and Genie are all fantastic.
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Racial Spells:
Any racial feature that gives you spells will tell you how/when you can cast them. The key for the Mark of Detection Half Elf feature is the first line, specifically the cast with this trait part. This is present in several racial innate spellcasting features. What this means is that you get to cast the specified spells for free through the mark once per day. Now, this particular feature doesn't state that you learn or know the spells, so you can't cast them again with a spell slot. It's still three extra spells you can cast each day, which is great with warlocks.
Patron:
There are multiple ways to build and play each class, but just from the list you provided, the party looks pretty well-balanced already. Front-line, support, casters, damage, etc. I would say just aim for a play style you think would be fun and interesting, or talk to the rest of the group for ideas about what sort of weaknesses they might want to be covered. In order for us to properly recommend a patron, it'd be nice to have more information about what sort of character/build you want to make. However, here are my thoughts on the matter.
I do agree that Archfey wouldn't be a great choice due to its emphasis on charms, which Elves are resistant to. You seem to be interested in the celestial warlock. If you want to play them, but are worried about excess healers, I would check with your casters to see how much they plan to play as healers. Not all clerics, druids, and artificers heal after all. At the same time, you could just stick with the celestial patron and not take healing spells. You can keep the Healing Light feature as your healing method, but take strong fire/radiant spells like guiding bolt to work with Radiant Soul.
Here are some other quick summaries:
Hexblade has features to help with a more martial playstyle, though it still works well as a caster build. The Genie patron is pretty good if you want to create a focused elemental build around earth, air, fire, or water. The Fiend patron also works well for a fire-focused build. The Fathomless has a lot of water-based features and still works well even if you're not in a naval/underwater campaign. The Great Old One is good if you want to focus on psychic damage and effects. Undying and Undead both have different flavours of an undead or necromancer-style character.
Also, one more thing since I've felt the same about this as you likely do right now. As I mentioned there are multiple ways to build each class, so don't feel like a class is locked just because someone else is playing it. This is especially the case in larger parties. For example, if the druid is built for buffing and healing spells, you could consider focusing on damaging or area control spells, wild shape with a moon druid, or even build for a melee druid with the Circle of Spores.
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To add to what Tony said, I also wouldn't worry to much about your few spell slots. You get to know many more spells than you have spell slots so situational utility spells are very useful for a warlock to have. Also you recover your spells on a short rest rather than a long rest so if you spend a spell to solve an out of combat problem and don't immediately get into combat it isn't much of a cost to take a short rest. Combat for a warlock basically boils down to having eldritch blast and the agonizing blast invocation, sometimes other eldritch blast cantrips if you want a little extra utility with your main blast spell, and 1 concentration spell and that is typically all you need to stay relevant in combat. Warlocks are very flexible in general, and your party is very large with many roles covered. If you are looking for a blasting lock though, Fiend, Fathom, and Genie are all fantastic.