@ Stabbey;
I would go with Wildfire being OP then rather than What a Rush being underpowered. +2AP per round is a LOT.
I wouldn't call Wildfire OP. Wildfire is only three turns. The best use is to cast it before the battle or on someone later in the turn order, when Wildfire gives +4 to Initial Turn AP.
What a Rush is not "2 free AP a turn", it's "2 AP a turn if you are almost dead." Odds are that you're not likely to be live long enough to use it anyway.
I will try it for a while to see if that +2 AP really is great, but I'll probably end up reloading to pick a different Talent. Actually, I'll probably reload anyway, because I gave What a Rush to the Rogue, who has a nearly bare skillbar, so the +2 AP means only a second bow attack (I no longer dare to use my fragile Rogue in melee).
EDIT: I've gotten into a couple situations where I was below 30% health and tried this out. I guess this Talent is kinda okay, but I have high speed and am using a Dagger, so 2 AP means almost 5m of walking distance, or an additional attack.
I'll keep trying it more, because I think I may have seen some bug where the extra AP remains even if your health goes back up, but it's possible that was a combination of my imagination and saved AP, so I'll check again.
*****
Headvice has a pretty high AP cost for something which A) does low damage, B) does not inflict a status effect, and C) is single-target. I rarely have any good reason to use it compared to all other possibilities, including sitting out a turn.