Yea, thanks for insulting my name D:
I always liked fire pokemons, i thought they were pretty nice, as fire actually deals more damage than the other elements, but it is balanced up by the low ammount of Super effective hits you can get. But annyways. Should we when change our teams, so that they fitted to a specefic element? The super trainers in all pkmn games i know, always had a wierd combination of pokemon.
-Winnie the Poo
(yes, there is no "h"

)
No, fire is not more powerful than the other elements. The damage moves do are determined by the attack or special of a pokemon and the moves power. Ice beam has a power of 95, flamethrower has a power of 95. Fire blast has a power of 120, blizzard has a power of 120.
Fire moves are not more powerful than other moves, and all power 120 moves are usually so inaccurate that moves with a power of ~95 are the best choice. Ice beam, Thunderbolt, Psychic, Rock Slide, Earthquake, and Surf all boast that power. And in R/B/Y blizzard has a very high accuracy score, making ice more powerful than fire. Freeze is also the side effect of blizzard, were fire blast has burn (1/16 hp damage per turn oh no XD)
All the "magical" elements, (grass, fire, water, ice, lightning, ghost, and psychic) are powered by special and reduced by special defense, all the physical elements (poison, bug, normal, flying, dragon, fighting, rock, and ground) are powered by attack and reduced by defense.
Fire pokemon all have great stat totals, I think they actually have the highest stat averages of all the elements, but most of those points are wasted on attack, which can only power the limited selection of normal attacks. Most psychic pokemon have insane special and speed scores to power thier attacks, increase thier critical strike ratios, and attack first. Better deal than wasted attack.
and, for the stats:
The Worst elements for taking a hit in R/B/Y are
#1 Grass 51% (1 in 2)
#2 Rock 43%
#3 Ground/Fire 33% (1 in 3)
#4 Bug 28%
#5 Fighting 21% (1 in 5)
#6 Poison/Ice 19%
#7 Flying 17%
#8 Water 15%
#9 Electric 10% (1 in 10)
#10 Normal/Dragon 6% (1 in 17)
#11 Psychic/Ghost 1% (1 in 81)
of course, most grass pokemon are grass/poison or grass/psychic, which eliminates their trivial weakness to poison.
And the best elements for attacking against the final 81 in R/B/Y are:
1 - 32 Rock 40%
2 - 28 Electric 35%
3 - 27 Ice 33%
4 - 26 Bug 32%
5 - 25 Grass 30%
6 - 20 Ground/Water 25%
7 - 20 Water/Ground 25%
8 - 19 Fighting 23%
9 - 18 Psychic 22%
10 - 17 Flying 21%
11 - 14 Fire 17%
12 - 7 Poison 9%
13 - 1 Dragon/Ghost 1%
14 - 1 Ghost/Dragon 1%
15 - 0 Normal 0%
So fire can deal a super-effective hit against less than 1 in five pokemon and take one from roughly 1 in three, based off of their element.
Elemental matching is key to elements being good, because a super-effective hit deal double damage (x2), exploiting a double-elemental weakness will deal quadruple damage (x4). And pokemon using an attack that is the same element as them will deal an additional 50% damage (refered to as a Same Type Attack Bonus, or STAB). So exploiting a weakness with a STAB attack will deal x3 damage. Fire is so awful in R/B/Y it's not even worth using. With the introduction of steel in G/S then it at least serves a purpose ice can't deal with. But no, fire is an awful element that should be good, but simply is not.
Edit-those stats are based off of all 81 final evolutions, assuming each one will appear roughly an equal amount (pokmon stadium *cough*), did it to see which TMs I should teach my Nidoking. Fire Blast was not one of them. (Ice beam, Thunderbolt, Earthquake and Rock Slide were). For defense I matched opposing elements, assuming each pokemon had a STAB attack for each elements (which is not necessarily true, due to TMs you can just use the elements that count on everything). Did super effective hits the same way. Quadruply effective hits were counted twice.