This isn't necessarily your fault (I didn't read the whole thread but here goes anyway).
A lot of the work on compels can by stymied by poor aspects on your players, if all their aspects (excepting trouble because that explicitly requires it to be troublesome) are all beneficial, then it is much harder to find appropriate aspects.
A good way to counter this is recommend that all of your players have a Knowledge aspect, a social aspect, and a physical aspect (among seven, this isn't too restricting) that all have flip sides to them. If your players have these three areas covered and there is a good and bad side to them, then you should have an ample playing ground for compels.
Always encourage self compels, you'll find your players are coming up with ideas to screw up their character's lives much easier than you would do, and even try to slip past the freebie from time to time, but that is ok. As long as everybody is having fun then the game is golden.