1) I'd say you have, by default, total shifts equal to your conviction (maybe half that if you just wandered in without realizing what you were walking into). If you pull in more power, it functions like thaumaturgy; you call up power, and roll to control the number of shifts you added this exchange. Using power would be the same - just roll to control the number of shifts you're using. Except that, like thaumaturgy, if you *fail* that control check, you're looking at backlash or fallout based on the total shifts you've got available, not just what you thought you were putting into the spell.
2) Sponsored magic is right out unless you've got the sponsor with you, or otherwise have a reservoir of power on you. Glamours would mostly work, I'd think, but true seemings (i.e. ectoplasm based stuff) wouldn't. Some shapeshifting would work unimpeded; the Alphas, for example, insist that what they do isn't spellcasting so much as a sort of a mental switch. Other shapeshifting, like, say, hexenwolves, would suffer threshold penalties to all actions, or just fail entirely.
3) Adding an aspect is a good idea; you just need to remember to compel that aspect when appropriate. Other than that, like a threshold, you can just start adding penalties to all affected rolls. On the other hand, this might also be sufficiently covered by items 1 & 2; it really depends on if this place just doesn't have power you can draw on, or if it actively leeches power out of things...