The flamers in Reloaded are probably the best I've seen them in an iteration of FOnline so far. I've experimented with a lot of Flamer-based builds in old 2238 and in TLA Mk2.
The problem with the Flamer is that you need a specialized build (2 pyromaniacs) to use it even close to effectively in pvp, and if you want to do more than 1 Flamer "burst" in succession it's required that you have Jet (a huge nerf in and of itself) or 2 Action Boys. Taking 2 action boys means sacrificing some perks that are really useful in close range combat (like Lifegiver), this is where the Flamer has its only chance to do damage.
When the change happened that made all Big Guns take 7 AP to use (rather than 6 AP like in Fallout 2, as well as removing the effect of Fast Shot on big guns), the developers obviously didn't think hard enough about what that does to the lower end of the category, it was done in the name of "they are all big guns durr" (let's completely forget the fact that Flamers also used to take 6 Strength to use rather than the 7 in 2238) rather than in the name of "balance".
Where the M60, LSW, Miniguns and Rockets make sense in having a high AP cost because they are so damn powerful and versatile in comparison, the Flamers got the shit end of the stick and were never developed any further than making you have to take 2 perk slots to be effective with them.
At the range where the Improved Flamer does damage, any other Big Gun can put out a similar amount of damage in the same amount of time due to the same AP cost, whilst still having a 27-hex+ range advantage. Or if you run through their first flame while they are waiting for the few APs for the second one, you can one-hex them for three times their damage.
I have given plenty of feedback on this subject in the old 2238 forums with extensive knowledge on the subject after having many flamer builds, and the AP cost being equal to that of an Avenger or M60 is the only problem I can see with them in Reloaded after the range buff. I wouldn't go as far as to make Flamer Mk3's with penetrate perks and other shit to balance a gun that only needs a reduction of 1 AP to become a viable short range damage dealer in pvp.
And yes, I know -1 AP special crafts exist, point is that no build should rely on a random stat roll on a hard-to-find-blueprints-for and possibly hard to craft weapon for a build to be effective in pvp, it should be treated as a bonus rather than a way to make it viable. On an M60 or Avenger you don't need -1 AP on it to do enough damage to take down your opponent quicker than they can you, on an Improved Flamer vs higher level armors it is a requirement.
TL;DR: Only buff flamers need is Improved Flamer -1 base AP cost, suddenly enhanced viability in close range combat with specialized builds, keeping their users toe to toe with other Big Gunners if they use the location to minimize the range disadvantage.
Sincerely hope Kilgore reads this and ignores opinions of people who have no idea what they're talking about.