PB already took a crack at Primal Avatar here, and I find myself agreeing with his choices. However, I doubt hijacking his thread with my own ideas is a good choice, no?
Here's my suggestion for Draconic Incarnation.
Draconic Incarnation
Cores:
Holy ****, I have not seen more lackluster cores. Let's touch them up a bit. My goal is to make Draconic not only more interesting for nuking Sorcerers, but also for Eldritch Blast Warlocks. The goal is to have something able to compete with Exalted Angel, trading versatility for raw DPS.
Core 0: Draconic Bloodline:
For each level of Draconic Incarnation you possess, +50 SP, and +1 caster level to Wizard, Warlock, Bard, Sorcerer, and Artificer spells, if you have levels in this class. You gain +10 universal spell power per epic level.
Legitimately, all of the cores do the same thing, and none of them are particularly enticing. You see a lot of twisted energy bursts, just because this tree is terrible.
Core 1: Rising Power
You gain +1 maximum caster level for Evocation spells. Whenever you damage a target with a spell, you gain a +3 untyped bonus to universal spell power. This bonus stacks up to 10 times, and decrements one at a time. Stacks last 6 seconds.
Based off of something already in the elemental savants, this is to entice Draconics away from instakill, and make it feel different than Exalted Angel.
Core 2: Brutal Spellcraft
+10% spell critical damage.
Very few things add spell critical damage, and having the nuking destiny gain a source of it seems like a perfect choice.
Core 3: Dragon's Rage
You gain +1 maximum caster level for Evocation spells. Whenever you kill an enemy with a spell, you gain 5 temporary SP, which last until expended. This effect can stack up to three times.
I don't really have an explanation for this one. Just something to help make little spells refund a bit of their costs.
Core 4: Crushing Spellcraft
+15% spell critical damage, for a total of +25% spell critical damage. +3 DC to Evocation and Conjuration spells.
Narrower in focus than Exalted Angel's blanket +3, It really only effects damage spells. And maybe warlocks with Evards.
Core 5: Dragon's Fury
Active Ability: (Cooldown 3 minutes): For 45 seconds, you gain +20% Spell Critical Chance, 50 Universal Spell Power, and 20% reduced cooldowns on Evocation and Conjuration spells. Your damaging spells ignore evasion.
I don't think I've ever seen someone use Core 5 in any meaningful way. This new one gives a large burst of DPS, but you'll need Quicken active to make the most use of it.
Tier 1:
Stats: Unchanged. For every tier.
Energy Sheath: Damage changed to 1d2+1 per character level.
Higher base damage, remove some of the randomness. Yes, negative energy. You'll see.
Draconic Presence: Move to tier 2 and redone.
Dragonhide: +1/2/3 PRR, +2/4/6 AC, +1/2/3 Fortitude saves. At rank 3, no longer automatically fail fortitude saves on a natural one.
Natural armor on a Sorcerer. Nope. Let's sweeten the deal with a little bit of PRR as well.
Draconic Perception: Unchanged.
Tier 2:
Draconic Presence: (2 AP per rank) Entirely redone. Whenever you critically strike an opponent with a spell, all enemies around that opponent receive a -1/2 penalty to reflex and will saves for 5 seconds.
More toys to help blasting. This one is still twistable for DC casters, but it costs the same as Spell School focus from Magister, with less versatility.
Barrier of Scales: (Cooldown, 1 min, Cost 10 SP) For the next 1/1.5/2 minutes, you gain 5/10/15 temporary hit points per epic level.
It's not Shining Through by any means, but this new ability might be a bit helpful for surviving early barrages.
Precise Casting: Unchanged
Go Out with a Bang: HP requirement removed. DC is now 15 + Cha/Int mod, + 1/2 Character Level + greatest of Evocation or Conjuration Bonuses. No longer requires Energy Sheathe.
Tier 3:
Daunting Roar: DC changed to 15 + Cha/Int mod, + 1/2 Character level, + greatest of Evocation or Conjuration bonuses.
Draconic Heritage: Now adds +15 SP per rank for element, and an additional 3% critical chance with that element.
Piercing Spellcraft: Now requires Draconic Heritage. Your heritage spells ignore 10/20/30% resistance, and 10/20/30 MRR.
Tier 4:
Energy Burst: DC changed to 15 + Cha/Int mod, +1/2 Character level, + greatest of Evocation or Conjuration bonuses. No longer requires Go Out With a Bang.
Secondary Spell Speciality: Grants 2% critical chance with chosen element per rank.
Draconic Knowledge Unchanged.
Draconic Spell Augmentation: All heritage spells now have a 5/10/15% chance of dealing 3/6/9d6 bane damage on hit. This damage scales with your heritage spell power.
Tier 5:
Flyby Attack: CD reduced to 45 seconds
Dragon Breath: DC now augmented by breath weapon bonuses.
Draconic Breath Augmentation: Upon failing a save against your dragon breath, the target loses any immunity to the element of your dragon breath. This is equivalent to the Sorcerer elemental curse, except without any vulnerability.
Tier 6:
Energy Vortex: Duration decreased to 30 seconds. Cooldown decreased to 1 minute. SP cost increased to 40 SP. Base damage increased to 1d8 + 8 per caster level. Is now an evocation spell with the DC of 15 + Half Character level + Int/Cha + greatest of Evocation or Conjuration.
Draconic Hunger: Whenever you kill a target, there is a 10% chance of regaining a spent use of Dragon Breath. This increases to 50 during Dragon's Fury. If a target saves against a spell matching your heritage, they take 75% damage rather than 50%.
Fearsome Invulnerability: Gains: "You gain PRR equal to the greatest of your Charisma or Intelligence scores."