Listen, they're fine as is. One leads to you being able to get not only total immunity to fire with the right gear / spells, but actual healing from it. The other is already a MASSIVE gamechanger by giving COMPLETE healing from poison, but making you take damage from 'standard' healing.
Making Zombie cause you to bleed poison would just be bad. For a couple reasons. One of those reasons is fire explosions would be a much, MUCH bigger issue for you, since you'd near constantly be standing in oneh alf of the explosion component. Another reason is that even if it didn't get exploded, the poison would last forever and lead to a much harder to navigate area after battles ended.
Wouldn't say they're fine at all. They're 'okay,' but not really all that desirable. And I do take note of what Zombie does, which is why I said letting one bleed poison would help with healing. Frankly, after playing around with it in both the alpha and in D:OS, I don't see it as being worth it because of the drawbacks. And the poison puddles wouln't be an issue cause you'd have zombie in the first place. Further, you'd already be in poison puddles pretty often in a fight cause that's your main method of healing; so the danger doesn't even change that much.
And Demon doesn't really help all that much. Resistances were capped at 80% in the EE and I'm fairly certain given the wording that they have an effective cap here too, in order to prevent healing from fire. Coupled with the decrease resistance in the opposite element, it doesn't really make one go "Wow, that looks nice!"
There's been multiple threads on the discussion on improving talents such as this one:
Talent Discussion Thread