Yeah, it looks good.
I assume by that you support the Spinning Flight SQ and the increased number of Swallow Whole victims.
Do you have any preferences for the Swallow Whole damage?
I will agree to the increased Swallow Whole capacity. Maybe crushing damage equal to 1/2 the bite base damage (+ Str) and a similar amount of acid damage?
Yes! (notably the swallow whole and moving on to the flame sheath)
The way I read the original monster, Spinning Flight, Ramming, and Flame Sheath are all part of the same ability. And I don't see any justification for the "all-around vision" aspect of Spinning Flight that you have there. I think we should try to combine these abilities a bit. Maybe make Spinning Flight the ability that gives the faster speed, and only spinning gammaroids can use the Ramming or Flame Sheath special attacks.
Maybe it just needs:
Ramming (Ex) maybe lower the speed here (i.e. a normal charge) and it does damage. (Alternately, remove the ramming ability and include it retract, if we want that method to be the only way it can ram...?)
Retract (Ex) as noted, but maybe note that this is where it can 'ram faster', going quadruple speed when retracted, getting a bonus to ramming damage? (Or, as I note above, maybe this is the only way it can ram...?)
I'm ambivalent about the all-around vision. Is there precedence for something like that being required (or not required)? Because I do agree this: "and can sense and move in all directions with equal faculty" is true when it is retracted and/or spinning. But, as noted above, the Retract ability already has "sense its surroundings normally", which I liked. Is that good enough?
Flame Sheath (Ex) when retracted and ramming within an atmosphere, it does an additional x fire damage (doing full fire energy damage to objects, but hardness still applies)?
Maybe make Spinning Flight the ability that gives the faster speed.
The original description says the flame sheath is "an enveloping fireball" which sounds like it affects an area around the spinning gammaroid. Wouldn't its flame sheath burn something that just gets too close to the gammaroid as it spins past?
Also, the gammaroid is plenty big enough to have its own atmosphere envelop in Spelljammer, so how does it ever spin outside of an atmosphere?
I'd prefer to just say it can "envelop itself in flames when using spinning flight" and not bother explaining the mechanism it uses.
Well, theoretically everything in Spelljammer generates its own gravity and can thus hold an air envelope (if passing through or starting from an atmosphere) - even a halfling (or smaller)!
The wording in the original description, noting specifically "In atmosphere, ..." implies to me that it has to be in an actual atmosphere (not air envelope) to do so, and those are different things in Spelljammer. (Though I do see your point.)
With that said, I'm not picky, so I'm okay with how you want to lay it out. (Always flames, and if you want, some type of area. Though if it makes it too complicated, I'm okay with leaving the 'area' damage out. Having an area of flame makes it a bit more complicated when adjudicating a spelljamming ship fight, which doesn't need any more complications!)

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.