Seasons? No problem!
Heat? Hell yeah!
Players frying? Why not?
Simulating thermodynamics - you are dead in the ditch.
Only valid approach to such stuff is what has been made earlier where you basically assign "static" properties like temperature to biomes/chunks and eventually height map and then eventually make small checks to very small area around (since it is cubical x^3). So yeah - have your environmental properties and you could even have campfires that would "overcome" those properties (you could check per-tick if campfire is close), but if you are asking about simulating something that is basically being done by computer physicists in advanced experiments - the overhead is over 9000!
I've seen maybe one mod that deals with gases spreading through air in caves (and it can explode or other shit) and that was pretty impressive - yet it was still very simplified to basically level of "reversed" water (water that goes up) because holding any thermodynamic property in block will need more than its meta, which means TileEntity. While data is not a problem - computational cost is.