Given that a spell to turn a moderate consequence into a mild or heal a mind consequence - once - is at least 8 shifts and that inhuman recovery, the least of the physical abilities, can do this for free once per encounter during combat and that is the least of its benefits, the shifts to make a potion to mimick physical abilities fully would be impossibly high for most.
Let's take another example, inhuman strength. What does inhuman strength give and how can we reflect that in a potion?
+1 to most uses of Might.
A further +2 to lifting and breaking.
+2 damage to melee attacks.
Now, potions and spells can replicate skill uses, replacing your use of the skill with their power. But if you want to boost your roll instead of replacing it, you need aspects. An aspect giving you +2 to a roll is about equal to the effects of Inhuman strength in a situation. So to make a potion allowing you to use Inhuman Strength once (in a single action) you need one aspect. That is 3 shifts, if fragile, or 4 shifts if sticky. So, for the potion we have this;
Potion of Giant's Might
Biomancy 12 shifts - apply 3 sticky aspects or 4 fragile aspects, strength-related
The potion gives you, for a fleeting moment, strength enough to match a giant.
After drinking it, you may get a +8 bonus to any might roll or melee physical stress
once, or three +2 bonuses taggable at any time during the scene.
So, a 12-shift potion to use Mythic Strength in a single roll or Inhuman Strength three times, or Supernatural Strength and Inhuman Strength once, respectively. The bonuses are not identical to those abilities but are fairly close. A similar potion for speed powers would work about the same. Recovery and Toughness are trickier.
You could also make spells that give you powers directly but there are not exact guidelines for pricing them and each use would cost a fate point.