Ugh, this reminds me I was supposed to turn Creeping Sun into standard action after explaining why it wasn't a problem and wouldn't deal double damage. Guess I got side-tracked.
Heh. I looked at that thing on day one going, "well what if I didn't throw it?".
Honestly the concept of "double damage" isn't even something I questioned. I mean it too. Creeping Sun dealing 1d6/IL on round 1 then 1d8/IL on round 2? Sounds normal. I mean, it's a 6th level Maneuver we're talking about, circumstantially Flare Up deals 1d6/IL and that's only
3rd level. 4th level gives you Hell's Artificial Sun which is not
only 1d6/IL but Dazes people, feeding a 6th level into it next round deals 1d10/IL + Paralyze, and Stun, and Daze, because screw your immunities you don't get a turn. Hell, Mega Flare's damage is significantly higher than 1d6/IL (12d6=42, 15ranks+10die=50, and you still have circumstantial/competence/ability/etc) and that damn near matches WotC Standards (sic nightmare blade maneuvers). Creeping Sun's Swift Action 1d6/IL has a knee jerk to it, but it's what you'd come to expect out of Divine Flame...
And it's not like our DM is slouching off with some low valued numbers either.