If it helps anyone I'm going to try and give a rundown of how good (or bad is often the cast) some of the new material is.
A few missed archetypes for now
//////////////////////////////
Aquakineticist: Blue/Yellow
Basic Aquakinesis- It's altered so that instead of being able to create water you are able to alter your characters bouyancy while retaining the ability to make mild currents, a minor situational upgrade but I would advise that you make sure another player takes create water, this is the sort of thing some DM's may take note of to later bite you in the ass with and as this archetype is best for aquatic campaigns fresh water could be an issue.
Call of the deep- An excellent ability, it gives you the 3rd level waterdancer utility in place of your first level utility and the 4th level watersense in place of your 3rd which frees up those higher level slots for other options.
Oceans caress - In place of the standard water defence ability from second level onwards you are given the permanent ability to breathe underwater (something that normally requires a 5th level utility) as well as a much improved version of the cold adaption utility, although the standard water bonus is very nice (a kineticist is still capable of wearing armor and a masterwork buckler without issue to compensate) this ability is invaluable in underwater campaigns, I've often found that the ability to breath underwater was heavily delayed only gaining it at 10th level, this gives it to you from the 2nd level and frees up a 5th level utility slot.
Ice Propagation - a straight bonus, when underwater you have the choice of treating your cold simple blast as if it is physical with the added bonus of being allowed to apply to an ice blast.
Overview - for someone playing a pure water kineticist in an aquatic campaign it's an exceptional choice with the only competition being the Terrakineticist. It frees up a lot of mid level utility slots for abilities you would normally be obligated to take to survive underwater, it's major downside or course being that it locks you into being pure water limiting your options for games that go far into the teens but as most games don't go on that long it's fantastic. Just to point out that the 2nd level slot is open for the invaluable silent image kinetic invocation option.
/////////////////////////
Arakineticist: Red
Accursed shadow - Replaces the 4th level utility for a scaling save bonus against necromancy and death effects. Although the overall bonus becomes hefty it is still situational and a bit redundant for a class that will already have incredibly high fort saves.
Curse spinner - Tthe 6th and 8th utilities are removed, one for the extremely situational ability to remove curses and the other to use bestow curse as spell like abilities, what makes it particularly bad is that both require burn.
Accursed infusion - At 13th level you gain this infusion that can apply a large penalty to opponents for one round on a failed will save, not bad, the penalties are substantial and as it's part of a blast the DC scales well. The burn cost is hefty so unless you want to take burn you won't be applying it to anything but basic blasts until level 14.
This archetype is weak but worst of all it's boring, locking you out of all but your first utility until level 10 and replacing them with abilities you will rarely get any use out of, void is one of the less interesting elements but you will still look on in envy of the other void kineticist flying around with gravity control. The 13th level ability is decent but it's too little too late.
/////////////////////
Blightburner: ?
This archetype is based around a campaign specific mechanic radiation that I know little about.
/////////////////////////
Blighted defiler: yellow to red.
Steal Power - The main ability of the archetype can at times be a nice power boost. The ability requires that you drain life from the surrounding area, this has no real positive or negative mechanical effects in combat (a generous GM may grant it the ability to instantly kill swarms) but it can have potentially harsh roleplaying consequences (dependent on GM and the story, you will not be partnering with any Druids or Paladins). This can allow you to heal but more importantly you can use it to further increase the cost of blasts or even utility talents. The strength of this ability is heavily dependent on how much you travel as it requires a months before you can use it again in the same area, if you often fight in the same areas or barren landscapes it's close to worthless.
Elemental might - class abilities that are keyed off constitution are now keyed off of strength. This is a downgrade, although you aren't as dependent on constitution to fuel burn costs you gain very little from having a high strength score although certain builds could make this work, a kineticist the wields 2 handed weapons and uses the infusion that channels elemental damage for instance.
Life buffer - a downgrade from internal. Internal buffer let the player refill it simply by paying into it the day before. This requires the player seek out healthy terrain to refill the buffer.
Stolen strength - this archetype does not give the player the size bonuses a player would normally acquire by using burn, instead the player must use steal life a number of times before they receive them meaning unlike a normal kineticist they will almost never start the days combat with them without a lot of effort. Finally, this archetype loses can never gain the 2nd level defensive utilities.
Overview- overall a weak and awkward archetype that has some potential but it requires work and one that you should take up with your GM if you ever consider trying it.