That statement is in direct response to Victim's post, but still I stand by it. If you want to play a game where you can tweak and twist the rules to make a broken characters then there are MANY systems out there that allow and even encourage that. Fate is not one of those systems, in fact everything about the system is about working together with other players and the GM to create an interesting story and the rules are just a vague tool to facilitate that. Therefore, if you create a character trying to get the most power with the least disadvantage by seeking out aspects that hurt your allies and their players ability to enjoy the game then you are flat out doing it wrong.
Note here, I'm not a Fate system fanboy, Dresden is in fact the first time I've tried the system, I prefer more 'crunchy' rules sets like Shadowrun and Champions, but if you read the rules to this game you see that there is a clear intention to avoid the pitfalls of mechanics based RPGs.
Your Story is like 400 pages. Several hundred pages of that are rules. This isn't exactly an ultra light game, even if some of the underlying mechanics are pretty simple.
If you don't want players to pick Aspects that can screw over other characters (which will often happen without any special design - wizard vs mortal tech, for instance), then why have the reward structure encourage it. When the wizard hexes his mortal friend's nightvision goggles, you're saying that the magical parts of the story are more important than the mortal preparation parts - essentially giving priority to the wizard's story. And then you're giving the wizard a bonus to further control the story. I'm not saying the wizard should get the fate point.
Similarly, in the examples, we can see that a sort of team Aspect is already really good since it can be invoked a lot. But it's reasonable not to have one. However, if the only way for the mortal to get any kind of compensation when a magical thingy ruins what he was trying to do is to have the team aspect, then you're pretty much forcing the character to take an aspect like that.
Note that on page 21, Biff getting kidnapped out of the blue is a Compel on his Dumb Luck. It's a not Compel on Maya's "Biff, you jerk..." aspect, even though she's getting stood up. Getting ambushed is bad, and the fate point is going to the person who suffers most.
Molly Carpenter = Carpenter Kid (Can be invoked to represent her family getting into trouble), Harry Dresden's Apprentice (Can be invoked to drag her along on Harry's cases)
Susan = Former lover of Harry Dresden can be invoked to force her to interact with her past
Rawlings = Murphy's Partner (Probably invoked in every story to get him into some weirdness).
Amazing. In a novel series with one main character and many recurring supporting cast, we can see that lots of secondary characters have strong relationships to the main character, and tertiary characters are often tied to secondary characters. Notice the lack of reciprocal aspects - Harry has no special aspect for Murphy or Susan. Murphy has no Aspect for being Rawling's partner (or rather it's within the top 15 most important things about her, versus within the top 6 important things about Rawlings). Harry is the main character. Susan and Murphy are tied into the story because of their relationship with him. Rawlings is in the story because of his relationship with Murph, who is Harry's friend.
Generally, this tells us NOTHING about gaming. There's usually not one main character, so that kind of structure isn't helpful.