I tested a couple builds and things. Tried something new this time and tested completely naked and unbuffed to make comparisons easier.
Here's the Slick Wild Talent you can pick up immediately at lvl 6. Completely unbuffed with no equipment and the DC is already 17 (Linzi's Grease is 11 + CHR bonus). Unlike Grease the DC for this thing goes up as you level. Can spend a Burn to make it persistent but would rarely need to. Solid action economy (especially for Trobold) while her other abilities mature. She also comes with Kinetic Healer so you can spam unlimited big heals in combat for free with Gather (Low).
This is your basic Water Blast at lvl 6 that you can afford to Empower and Extend Range for free with Gather (Low) at lvl 6. If you're using Blasts you want to plan around using Gather (Low) since Blast is a Standard Action and you don't get iteratives so don't need full. It's a physical attack so will need help to consistently land. Like a very strong XBow at this point since you start with no Substance Infusions.
Not sure what effect was cutting the damage in half here, but Overflow Size Enhancement helps your CMs twice via greater size and size bonus to stats. Bonus to DEX doesn't stack with Reduce Person's since they're both Size Bonuses though. BTW Kanerah's subclass doesn't get the size bonus but Kalikke's does. Wrath breaks out CM calculations so this is easier to follow. You get Bull Rush and Greater Bull Rush (the good one that triggers AoOs for everyone) via Water Feats so don't need Combat Expertise and Pushing Infusion builds them into all your Blasts. 20 CMB unbuffed naked isn't awful.
If you use Pushing Infusion with the Blade though it uses STR instead of DEX/CON that the Blasts use for AB/CMB, so you need Finesse for attacking and Agile Manuevers for your CMs unfortunately. The size bonus from burn does end up as big as a Grand Mutagen though without the penalty. This is base bonus so Bull Rush will be +4 from the two feats. If you go Shatter like Yosh recommends you should be good against foes vulnerable to it.
Lvl 11 is the first time you can use a Composite Blast with Gather Low and Zero Burn.
Alternatively at the same time you can Maximize an Electric or Water Blast for similar damage. Electric of course targets Touch AC. It looks like maybe Deadly Aim isn't turning on there (maybe because I'm attacking an ally?) There's no to hit roll.
This is a basic pure Kin utility build for Kalikke. Start out with Slick, Celerity, and Magnetically Infused Electric Blasts to give your team +4 to hit. Get to Shatter ASAP so you can reliably land Composites later. Unfortunately by taking Air first to get Celerity you really limit the Infusions available for Water Blasts if you're not using Push. Could easily fit Pushing in here but it costs two additional Wild Talents to make decent. Instead I picked up the excellent Res as soon as it came available (Kal's Healer Talent was the Prereq) and spent the other one going off on Lore (Nature).
If you're good with placing Walls you can switch to that midgame with Synaptic/Grappling to keep things stuck in there. Fragmentation adds AoE late and Fae hate Cold although good luck beating their Reflex Saves.
Oh, and Tidal Wave is Tsunami for 1 Burn.
Just in case you wanted to blow out every possible Lore (Nature) check in the game, Kal's uniquely qualified due to Skilled Kineticist. I suppose you could do the same with Athletics with the help of Kinetic Overflow.