I do think we still need to reduce a great deal of those flammability values - there's a number of GREAT buildings I WON'T build because they'll just destroy themselves and possibly worse. Most of the first buildings offering flammability have like +5 where I'd think +1 would be sufficient. It'd be useful to chart out the flammability modifiers on buildings by the tech X line it's unlocked on. Then we could take a more clear look at those modifiers and get them to build up a bit over time. There's still nothing in the early stage of the game that can help with flammability and perhaps some autobuildings to reduce flammability based simply on the surrounding terrains could help. Access to water and such. But yeah, I don't think fixing the events is all that needs to happen here. There's zero margin for more flammability than what is absolutely necessary to have, such as from the fire pits derived from Controlled Fire.
I like the concept of flammability in the game I just think the modifications are being applied with a bit too heavy a hand - at least in the early stage. (I also think this is probably true for many air and water pollution factors but we can look at those later.)