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Once more I waited and today finally got to see the LOCG! Very quickly it became abundantly clear that not all feats and heritages are created equal. A level 9 Goblin feat lets you spit fire for a whopping 1D6, and you have to be on fire to do this, yet a level 9 human feat lets you take a Multi-class dedication feat.
It helps a lot when evaluating mechanics to look at the actual context they're used in. Scalding Spit requires Torch Goblin, which lets you set yourself on fire and gain a protective aura of flame and adds fire damage to your melee attacks. Since you're a charhide goblin, there's no downside to being on fire since you resist all or most of the damage. The spit is also an unarmed attack, so it benefits from things like handwraps of mighty strikes. If you're playing e.g. a charhide goblin monk, what Scalding Spit actually just gave you is the ability to make a ranged flurry of blows with your fiery spit, which at that level is probably going to deal around 3d6+2 (5d6+6 with ki strike and Burn It!) per attack. Since it's energy damage, it automatically bypasses any physical resistances and can trigger weaknesses for additional damage (though granted, 9th level is a little rough since there's a bit of a cluster of fire immune/resistant monsters at that level, despite resistances and immunities being less common overall in PF2 and weakness/vulnerability being more common). A turn of combat can easily be:
Action 1: Activate fire aura, protecting you from combat maneuvers, boosting melee damage, and activating your ability to use Scalding Spit.
Action 2: Ki strike and flurry for 5d6+6 x2 against an enemy within 30 feet, adding both damage values before applying any resistance.
Action 3: Literally whatever you want; could be another ranged Strike, could be movement, etc.
A goblin fighter with Scalding Spit could Double Shot for 3d6+3 per hit, or drop into Point-Blank Shot stance for 3d6+5, and with each round of combat the effectiveness and options available increase. Optimization in PF2 is split more between character building and play at the table than PF1, where optimization primarily happened during the character creation phase, so sometimes even things that don't seem super powerful on paper are actually quite good in practice.