The flaming, frost, and shock weapon special abilities
always have been command activated; the revision just
clarified that.
Activating an energy power requires a standard action, but
once you activate energy power, the power works until you use
another action to deactivate it. You can activate or deactivate
one of these powers on up to 50 pieces of ammunition at the
same time, provided that all the ammunition is in your
possession, all the ammunition is the same kind, and all the
ammunition has the same power.
Any attack you make with an activated weapon deals
energy damage to your foe if you hit—you don’t have to do
anything special to deal energy damage with an activated
weapon.
A burst weapon’s burst power is use activated and it works
even when the weapon’s energy power is not activated (see the
last sentence in each power’s description).
The energy from a flaming, frost, shock, flaming burst, icy
burst, or shocking burst weapon never harms you while you’re
wielding or carrying the activated weapon (see the power
descriptions), and it will not harm your equipment. If you lose
or set down an activated weapon, the energy it produces will
harm other objects it touches, so it is best to deactivate it first.
There’s nothing illogical about a flaming, frost, shock
weapon (at least not within any framework that allows weapons
to generate energy in the first place), and there’s no rule against
such weapons (think of the weapon as having fiery, frosty,
shocking flames). The character creating such a weapon
decides how it can be activated. Most such weapons probably
are made so that the wielders can activate all three powers
simultaneously, or activate them one at a time, as desired.