Hi, I just wanted to give some small mechanical things on the Kineticist designed to help encourage more play options:
1. Allow the damage dealt to object from telekinetic blast be optional. This should help players in object sparse locations not run out of things to throw as well as help players create more varied character styles within this field alone (Waka from Final Fantasy X becomes an option if the object is "safe" from the blast's harm.)
2. Allow Kinetic Fist to apply to all weapons, not just unarmed strike. The ability is still mechanicaly and flavorfuly distinct from Kinetic Weapon/Whip but expanding the number of legal weapons allows for expanded character archetypes (Gambit or Boom-Boom from X-men become easily possible, as well as several others.) You can even keep the name, since most every weapon is held in hand, re-flavoring that you wrap your hands and weapon in kinetic force is clean.
3. More Substances that benefit Melee, From reading the list of avilable substances only Pureflame, Pushing/Pressurized Blast, Magnetic, Chilling, and Rare Metal are able to interact in any meaningful way with Kinetic Weapon/Whip/Fist. While these are all cool and a great start, players wanting to focus primarily on melee kinetic combat would greatly appreciate more options that are either range agnostic (Combat Maneuvers!) or specifically benefit melee.
4. More balance between options for each element. From a cursorty perspective, it just looks like there are more options for Water and then Wind while Aether is super sparse. Either reflavoring some abilities to be universal (Pushing and Pressurized Blast being easy) or making more copies of the same ability for each element (which eats up word space, and I'm against that because it means less unique options get made) can hep fix this.
Oh, and I love the kineticist, greatest class I've had the pleasure of reading since I perused the Monk and Paladin.