As per request on Discord.
Let me start with the lore, as that's the first thing linked as well as one of the more egregious issues with the concept. There's multiple flaws here:
A: Your linked "lore" does not focus solely on Flame. Flame is more or less an afterthought to the rest of the story.
B: Your linked lore is, put simply, the Christian creation myth, with only slight changes re: the number of deities. This is not a novel story by itself, and is unlikely to garner interest.
C: Flame does not have a clear goal. As is, she is a plot device or monster of the week, not a proper champion.
D: While there's something of a personality there, with her need for vengeance, Flame is otherwise very poorly defined as a character, making it difficult to sympathize with her.
Flame would greatly benefit both from a full rewrite and from having far more of her personal details fleshed out, as well as a proper goal she should be achieving.
I'll take the kit apart piece by piece, then address it as a whole.
The passive is not remotely balanced. At all. Champion health regeneration at level 1 varies between 5 to 10 usually - per 5 seconds. Flame's passive is essentially +25 HP regen per 5 seconds to her allies, while also serving as a super long-range Sunfire Cape that enemies are literally unable to avoid due to the long range. Just by existing, you have already decided lane. Enemies are put on a time limit to kill you before you kill them without having to lift a finger, while their damage is being continuously undone. I'm working under the assumption that the passive doesn't affect anything other than champions, as that would have interesting effects in regards to farming that would be ultimately unfun.
There's no way to fix this, either. You are getting an item effect for free in the DoT aura, while the healing aura provides an amazingly huge amount of sustain over long durations that make laning hell for the enemy team. This passive is inherently broken.
The Q has interesting implications if its own damage aura stacks with your original damage aura. The idea of a heal that grants a lingering damage aura isn't actually a bad idea - you should hold on to that. However, where it falls apart is in the numbers - it's inheriting the passive damage aura, which is inherently broken as mentioned before, while also having both low bases and nonexistent scaling. It is easily the weakest heal in the game, and brings very little to Flame's kit in terms of support capability.
The W is...something of a mess. As a support, you don't need an AA amp that does nothing but damage. If you're intending to support, you're not getting the AP required to get the most damage out of this. At the same time, the AP scaling and the fact that it deals true damage makes it incredibly difficult to deal with, especially in conjunction with your passive. Still, this isn't an appropriate support skill - this would be suited to a mage or an ADC.
The E is potentially very powerful. Unfortunately, I have no idea how this zone is defined. If we're going off your passive aura, this inherits your passive's brokenness. If we assume it's an area you place down, then it's suffering from a mixed effect - it slows and damages enemies, but heals allies. What do you use it for, then? The heal? The CC? A 50% AS slow is also incredibly dire - it ruins ADCs while also trapping them with the movement speed slow.
However, in the basics, Flame is missing any form of hard CC or strong burst healing or other allied defensive tools or buffs. This means that outside of stalling and letting her incredibly powerful passive do the work for her in lane, Flame is very, very vulnerable to a good deal of supports, and makes her own ADC equally vulnerable. All-in supports like Leona, Braum, and Thresh will happily combo her or her ADC given half a chance, while consistent poke from other supports like Sona or Soraka will outdo Flame's relatively weak healing in a short period of time and leave an opening for their ADC.
This gets exacerbated in teamfights, where the majority of Flame's kit no longer matters due to how quickly a fight can break out and then end. Her damage aura will never scale up to be a threat, leaving her with only empowered basics and underpowered healing to contribute to the team. Virtually every other support and multiple champions that aren't supports and are just jury-rigged as supports (Ziggs and Xerath and Sion, to name a few) can bring more to a teamfight with their basics than Flame.
The ultimate just amplifies Flame's general inability when it comes to the big picture. It takes 10 seconds to have an effect, during which anything can move out of the way. It is massively overloaded, with over 5 different effects. It revives allies, which is not ideal as it can easily waste the efforts of an entire enemy team, but it also sets their cooldowns back by 30 seconds, which means they're just going to die miserably upon their return. It also revives enemies - the HP difference is not enough to counteract the fact that you are actively benefiting the enemy team in the worst case scenario. In the best case scenario, it's an actively jerkish move - you're reviving someone just to get their kill gold again.
But then it also turns you into a bird. There's no reason to turn into a bird - in fact, this is an outright liability for you. It takes you out of the fight completely, so even if you were full AP and had good W damage and good damage on your aura, you can't use ANY of it. Should you remain, you start taking a significant amount of damage over time that's enough to kill you if you had the audacity to stay in the area. Except that if you flee the area, you just fled the fight completely - at best, you using your ult turns a fight into a 4v5.
In terms of overall usefulness, Flame is good for trolling bot lane. Any usefulness evaporates after laning phase ends, where Flame's damage does not scale well and her poor utility comes to the fore. The opportunity cost of choosing Flame over another support is simply far too much - you might not be able to bully the early game, but at least you'll have a mid to late game.
In terms of overall novelty and cohesion?
This is not a goddess of life. I can appreciate linking life to fire, but the theme here is very much heavily oriented toward fire over life. That means you don't have a goddess of life. That means you have a fire elemental. As a fire elemental, you're not really treading new ground here - barring the healing aspects, Brand has you beat in firepower. The ultimate is the only real hint of divinity we get in the kit, but even then its self-destructive nature hamstrings that.
It does make me curious what the goddess of death looks like, but that's beside the point.
As a whole, Flame is an underdeveloped mess with abilities that run the gamut from inherently broken and unsalvageable to massively undertuned. Her lore is lacking, her theme is incoherent, she is not terribly original on her own, and she fares poorly against other supports, with very little in the way of CC and an ultimate that is more or less a total liability for everyone involved. I can't recommend improving Flame at all - she's tied down too much to your story and a bad, cliche theme that doesn't do anything for her. You'd need to completely reimagine Flame before you get anywhere in terms of improvement.
Also, you would have gotten more feedback in the CCOS if you had reviewed another CCOS entrant's concept. While I changed up the bonus, at the time it was very common practice to trade good neighbor reviews. You didn't leave any reviews, meaning no one gave your concept a look-over in return.
I hope this clarifies the low score you received in the April CCOS.