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Metamagic such as Empower increases the spell level and thus the requirements to cast it. A wizard has to be certain levels to gain new levels of spell slots(as do all casters but this is just an example). 3rd level for 2nd level slots, 5th level for 3rd, 7th level for 4th, ect up to 9th level spells at level 17. You won't be able to cast that empowered burning hands until you have at least 1 3rd level spell slot.
The odd one out is Heighten Spell. It raises the spell level, which increases the save DC, but more importantly it allows you to fill higher level slots with lower level spells of which you want more copies. Empower and maximize can do that to some extent too, but only with damage spells. I could use Heighten Spell to have more stinking cloud spells on level 4 for example. There is no item providing this feat, so it can be considered as an option. It is more useful to sorcerers (and other spontaneous casters), who can play with their spell slots, when they have all modified versions at their fingertips.
About spellcasters: they are for a while the underdogs when it comes to damage, and in a sense remain so forever. Fighters can dish out like 350 per round in the end, all day long. What casters have over them is area effects and alpha strike spells like hellfire ray. They take a while before they become powerful, so don't expect too much from them for now. Their best spells are buffs for the fighters, since they get never resisted and are pretty good.
If you want a nuker from start, you may want to try a kineticist, since the class can blast away all day long like a fighter swinging his sword, but their AE effects are not as good as a wizards, and they never get close to hellfire ray. They provide a steady gun platform so to speak.