Despite tuning back the amount of damage fire does overtime, is it still somewhat too punishing? If you get set on fire by fire, even welding fuel, it feels like you can easily loose 60-80% of your health as something beefy like a warrior if you don't put it out at all. And that it takes at least 20-40% of your health to travel 20 tiles to get somewhere safe to resist. IF you get caught at like 40% hp by a flame, it's almost a death sentence. You have to run back, hope you don't get chased and take a single bullet, and usually arrive in crit by your fellow xenos that have to put you out before you die, at which point it becomes a dice roll. Not to mention trying to drag xenos off who go in crit off weeds, and don't have the regen mutator because boiler/crusher/lurker, and other castes with useful keystones.
On top of that, the resist stun is extremely long, from 4-6 seconds depending on wether the rng timer likes you or not. This just gives marines a huge amount of time to punish a xeno trying to rest off flames if they're being agressive, if they haven't gone into hardcrit from the burn already.
At least praetorians/boilers can be impromtu fire extinguishers now, but I still feel like it's a niche benefit, as you need praetorians or boilers nearby to begin with.
Sure, fire should make chasing xenos easier, but it's simply too easy to apply with how xenos have to get close to do damage. The redeeming factor being that it can be used against marines, and marines love to set one another on fire. But burn damage is still easily treated if a medic brings the ol keloderm. And the RNG definitely needs to be toned down. Resisting, even when not succesful, should at least reduce the amount of fire stacks currently affecting said beno. It's also less of an issue for xenos that can regenerate off weeds, but more punishing on maps where weeds aren't abundant due to terrain, and castes that can't realistically take off-weed healing.