PF 1e - Kineticist
The kineticist is beloved but a little rough around the edges, mostly with regards to managing burn. Legendary Games' rework offers improved mitigation tools, but it also makes burn itself somewhat trivial compared to the original. I don't want to use their whole rework, but I'm happy to snag some of their reasonable changes, along with making some of my own (mostly aimed at addressing the uneven level spacing at which some features are granted).
Wild Talents
A kineticist can replace a utility wild talent (that they didn't use to qualify for other wild talents) with another of the same level or lower at 6th level and every 6 levels thereafter.
This ability alters wild talents.
The original utility replacements are granted at 6th/10th/16th, spaced unevenly; 6th/12th/18th fixes that and more closely matches the infusion replacements at 5th/11th/17th.
Infusion (Su)
A kineticist gains an infusion wild talent at 1st level and every 2 levels thereafter.
This ability alters infusion.
"Utility every even, infusion every odd" is nicer than "utility every even, infusion every odd except on expanded element levels (because at those levels you get either blast+basic if you pick a new element or utility or infusion if you pick the same element)". I understand the logic, but I think it's a reasonable buff and I want the clean spacing.
Metakinesis (Su)
A kineticist does not gain the ability to maximize their kinetic blast as if using Maximize Spell.
At 9th level, by accepting 2 points of burn, if a foe makes a successful save against their kinetic blast, a kineticist can force their foe to make a second save against their kinetic blast as if using Persistent Spell.
This ability alters metakinesis.
I do agree that Maximize can be a little much.
Internal Buffer (Su)
Instead of being filled manually, a kineticist's internal buffer starts full each day.
This ability alters internal buffer.
It seems fine to not force the nightly routine of filling the buffer for the next day right before sleeping.
Expanded Element (Su)
A kineticist gains expanded element at 7th level and every 6 levels thereafter.
A kineticist whose expanded element is different from their primary element treats their kineticist level as 2 (instead of 4) levels lower for the purpose of determining which wild talents they can learn from their expanded element.
A kineticist who selected the same expanded element as their primary element still gets the bonus wild talent each time, but if their expanded element matches their primary element twice they don't gain the +1 to that element's talents' attack/damage/DC/CL all at once. Instead, the first time their expanded element is the same as their primary element, they gain +1 to that element's talents' attack rolls and DCs. The second time it matches, they gain +1 to that element's talents' damage rolls and caster level. The third time it matches, these bonuses increase to +2.
This ability alters expanded element.
The original elements are granted at 1st/7th/15th, spaced unevenly; 1st/7th/13th/19th keeps the scaling consistent. And the non-primary element level penalty is perhaps unnecessarily harsh. And since reducing that penalty buffs multi-element kineticists, making the matching-element bonuses come a little earlier (and eventually increase further) is a corresponding buff to single-element kineticists.
Supercharge (Su)
A kineticist also gains the ability to gather power as a swift action to reduce the total burn cost by 1 point.
This ability alters supercharge.
This feels like the natural action/reduction supercharge progression.