Alright then I'll go full srs-mode.
I've been having a lot of trouble keeping up with how powerful the burn damage is. Chaos and Elementals are able to get very powerful burn units very early in the game. Bombers are far more lethal now, and it makes it near impossible to gain an upperhand on the tower even with just a few crawlers. Not to mention letting even 2 slip past into the base results in a blow to the economy. Burn sends archidons and miner units without hustle down to just less than 1/2 of their base health, and kills a sword in 3 blasts again (was formerly 3 and 4 for the above units). Having the same power of the bomber but with a controlled unit gives elementals a supreme edge in the start game. I had said before how the range of the fire unit makes up for it, but perfect kiting doesn't always happen, and most players like myself run with earth support in front. It's pretty much a more lethal sword archer, working for about any map save GH.
Burn is a great concept, just too strong in the early portion of the game. It does need to be toned down slightly for bombers , and perhaps a decrease the attack speed of the fire would stop such early offensive power. THe flip side to this though is how elementals don't have much of another start to use on smaller maps, as anything else is easily sword-archerable. But that's more of an elemental empire problem, which I've previously shared my concerns with.
I think Albowtross should have slightly less build time too, they're the most underused unit only because of how long it takes to get a decent build going. With archidons being so quick and cheap, and with wingidons coming much faster, they're hardly used in any game. They are fine in deathmatch though, so maybe they don't need it.