There are many fire spells that are plainly inferior to the other elemental counterparts. Frost Wall has a free slow component to it that Fire Wall lacks. Cold and Thunder have higher level flame weapon counterparts in the form of Herald of Winter and Lightning Avatar. The Elemental Orbs all have additional effects such as slow, blindness - while Fire Orb's additional effect is another damage over time burn effect which I believe doesn't stack with the burn from GSF Evocation Fire. Blast of Flame is a lvl 4 cone of fire spell with no additional effects and the same damage profile as Fireball, while its cold equivilant Frost Blast is a projectile aoe that does the same amount of damage but also adds a save vs frozen effect for 1 round / 2 levels (very strong!), while gas explosion has a save vs 1d4 rounds of daze/sleep/knockdown. Fire spells should be brought up to par to the other elements.
Additionally, GSF Evo Fire's effect is very weak compared to the others. First the enemy has to fail a reflex save, then wait 1 round, then it gets another reflex save, and if it fails that second one it will take 1d4 fire damage. Perhaps the damage can be applied before the 2nd reflex save - make the reflex save the roll to put the fire out but you still take the damage that round?
It would also be nice if we could tone down the number of fire resistant enemies. I get that it's a desert setting and thus it makes some sense that creatures in it would have some hardiness against heat, but if the imputus behind switching some spells from bludgeoning to Earth damage type is that Earth is magical, the same should be said about Fire. It's magical fire. If being tough against being hit by rocks shouldn't protect you from being hit by magical earth-attuned rocks then being tough against heat shouldn't protect you from magical fire-attuned attacks.
Additionally, GSF Evo Fire's effect is very weak compared to the others. First the enemy has to fail a reflex save, then wait 1 round, then it gets another reflex save, and if it fails that second one it will take 1d4 fire damage. Perhaps the damage can be applied before the 2nd reflex save - make the reflex save the roll to put the fire out but you still take the damage that round?
It would also be nice if we could tone down the number of fire resistant enemies. I get that it's a desert setting and thus it makes some sense that creatures in it would have some hardiness against heat, but if the imputus behind switching some spells from bludgeoning to Earth damage type is that Earth is magical, the same should be said about Fire. It's magical fire. If being tough against being hit by rocks shouldn't protect you from being hit by magical earth-attuned rocks then being tough against heat shouldn't protect you from magical fire-attuned attacks.