Haha, no worries. Personally, I wouldn't use the water card specifically for its ability either, and I definitely wouldn't rely on it to deal with any threats, e.g. I'd still pack Steals for shields or Liquid Shadow for lobotomizing.
But yeah, it may come in handy in a game when I'm on the ropes, and even without the ability it has some pretty good cost/damage ratios.
As for the fire card, again, it's all about the cost/damage ratios. This card is basically the weapon (read: cheaper) form of a Golem/Destroyer, which are pretty staple in Cremation decks, and possibly pop an enemy creature when it comes into play. Worst case scenario, it may pop a Phoenix into an Ash, depending on your deck.
The reason why the Heal costs so much is that it's already a really good card without the ability, and I don't want it to overshadow Guardian Angel in a Fire/Light duo. With this one too, the ability isn't something meant to be relied on during deck-building.