Standing in fire is only like, 3d6 IIRC.
Thanks for the correction, I couldn't find it in the SRD where the lava and acid immersion was. Fire elementals are different from other elementals; they're the only elemental subtype that is also an energy subtype. Robby has a good idea, but I think I prefer that those creatures with energy subtypes retain their immunity to that energy type. In the MM, I think that's mostly dragons although I'm sure I've read of elementals for all the energy types (and more) too. Energy immunities granted by other subtypes like archon, tanarri, etc can go. I further suggest that nonabilities grant their immunities, because otherwise it might just not make sense!
So, to return to the OP:
-Ability damage: +20 saves
-Ability drain, death effects: +20 saves (Those without CON are still immune)
-Negative energy: should this be +20 to saves or straight resistance to negative energy?
-Nonmagical weapons: eh, no biggie
-Poison, disease: +20 saves
-Critical hits/precision: I'm tempted to allow critical hits on anything, but precision maybe not
-Mind-affecting: +20 saves (those without INT are still immune)
-Grapples: +20 grapple check?
-Illusions: +20 saves
-Elements: resistance 30 (those with energy subtypes are still immune)
Not typically a problem with PC's, but a lot of monsters are immune to magic, which could be replaced with a tough SR like 20+HD
What do you think?