I have not really had a chance to drill down in depth on the kineticist, but I am disappointed in general for the reasons that have been outlined throughout this thread, since the kineticist at least ostensibly fulfills so many character concepts that were prohibitively difficult before.
I think that the 0 Burn "utility" infusions should be given separately from the more damage oriented infusions to allow the kineticist the ability to get that utility without taking away from their already precarious combat effectiveness.
The thing I actually like most about the kineticist is that there is a huge amount of room here for archetypes, some of which can serve to fill some of the concept gaps in the class. I am thinking a fire-based archetype which can iteratively attack with their balsts, or a telekinesis archetype that allows you to move creatures around the battlefield. Maybe even an earth kinetecist who gets more refined abilities to manipulate metal.