@Tsunami: I can see limiting Consequence taking to the scene in which you cast the spell, even under my interpretation of the rules. That, combined with the potential for rituals in situations where the next (or even the same) scene is combat could mean Recovery powers don't break ritual casting.
@Toturi: I never once advocated adversarial GMing. Please do not ascribe opinions to me. I expressed the opinion that allowing a starting character the power to pull infinite complexity rituals together and solve any task in the entire game was broken--and I don't mean mechanically. I meant it breaks the story and makes things not fun. However, if you enjoy the idea of your players enslaving Mab, Titania, and Ferrovax, and using them to solve all their problems without lifting a finger post-binding, and your players like it too...more power to you. The game is there to have fun. However, given most of us paid money so we could have rules to guide our fun, I think it is not unreasonable to assume that the majority of us finds the concept of making use of bizarre loopholes so that you never need to bother rolling dice past the first session a little less than ideal, as I do.