Flesh ignites at around 1400f. As such the body itself isn't burning, the fuel is. So the question is, how long does the fuel burn?
As long as the PC is on fire, a heat crit is appropriate. If the fuel burns so hot the flesh ignites...game over buddy.
A molotov can ignite cloths to, and if the PC is in lots of clothing, shedding them will probably end suffering taking heat crits. If the fuel is on the skin, then crits are suffered until it burns out or is extinguished.
Critical severity for clothing on fire should start at A and B crits. As the fire spreads, the severity goes up. Basically, base the crit severity on how much of the PC is on fire. Each increment increase in crit should be for every 10% or 15% of surface area that is burning. Additionally, damage will increase the longer the fire burns and builds heat. Every two rounds on fire, increase crit severity by one. If target runs in fear or panic, increase severity every other round instead. 100% action can reduce flame enough to prevent critical increase, and with a successful mnv, shrink the fire/critical severity by one, unless the fuel is still burning, in which case spreading is stopped and the fire contained, but it keeps burning.
A think a molotov will burn up its fule in 2-12 rnds. Assume a succesful hit (or possibly splash) indicates target is on fore and fuel will burn off in 2 rnds. Increase duration by 2 for each severity in crital achieved. I have used the crush attack table to resolve attack without applying hits or actual crush crit (and no size restrictions...I might use brawling in the future), though a bottle to the head could really hurt. The grenade/missile table could be used too.
Does the bottle break? St mod x3 plus "hits" delivered in the attack plus d100. Over 100, bottle breaks. Mods for the container are on you ( a wiskey bottle is harder to break than a beer bottle, a wine bottle easier than a beer, bottle, a flask very hard, etc). If the container doesn't break, roll another break check at +20 for hitting the ground.
Things get nasty if the PC with alchemy or chemistry decides to add soaps and invent/produce napalm.
Against heavy armored foes, this is a VERY deadly attack. Plate maile wearing warriors can rarely get out of armor without help, and heavy chain isn't much better. Armor may slow down the burning damage for a round or three, but eventually its gonna hurt. Be fair, discuss the reality and physics of it as needed with players, and let the dice do the talking.