I've been thinking about this one. People get those consequence slots through Refresh spent on Stunts and Powers, at the expense of being able to do other things. My gut reaction is to say that you get the Fate Point for those consequences that would have gone away otherwise, but I think playtesting is a good idea, and I wouldn't argue with anyone who thought it was too Munchkin, as it could be seen as getting Fate Points back from the Refresh spent on those Stunts/Powers.
That said, racking up Consequences sounds like a fun game, but those Aspects can be Compelled or Invoked by the GM, so you really are adding more options for plot complication (most of which are also - you guessed it - earning new Fate Points).
Yup. Although the first invoke by the enemy does get a free tag and hence no Fate points.
My concern is how it would affect players' roleplaying their characters when they start metagaming their way to more Fate points.
A wizard, a mortal cop, and an experienced WCV with Supernatural Recovery are completely surrounded by 30 trained special forces guys carrying automatic rifles and rocket launchers.
Wizard: Sh*t! I surrender!
Cop: Okay, if the wizard is saying no way, then I'll take his side.
WCV: Bring it on, bitches! *automatic fire streaks out* Oh my arm, that freaking stings! Damn, my leg! Holy Jesus, there goes my liver! And spleen! Okay ... okay ... I surrender! Ooof ... I feel much better now. Yo, give me my 4 fate points, please! Thanks!