I'd like to offer a suggestion, but I'm still just getting up to speed. I HAVE read the whole thread.
@ Sanctaphrax How do most people deal with extra actions when dealing with summoned creatures? Does the GM run them as NPC's, do the Players controle them, do they get their own action in an exchange?
Couldn't minions be represented using existing rules, like summoning/binding?
It would cost -2 refresh (for the equivalent of Ritual).
Then you use the summoning rules (you have a good set because it already includes aspects/quirks:
http://www.jimbutcheronline.com/bb/index.php/topic,24744.msg1084269.html#msg1084269 )
The exception is you choose a different set of skills instead of conviction and discipline.
So if you're getting your minions by hiring thugs or dealing with Crime Lords you'd use your Contacts as your conviction and your Resourses as your Discipline (or vise versa).
Maybe you're a woodsman, so your minions are more like war-dogs or pets. In that case you'd use Survival and Empathy.
You must choose the skills and the theme of the minion when you choose the power.
Then you decide the complexity of the "spell", how long it will take, make declarations etc... This all represents making your contacts, maybe writing up a contract with hired help, training your pets etc.
The amount of time they last, how devoted they are, and how powerful they are are determined by the "ritual"(the shifts of power). The type of minions you can "summon" would be determined by the theme of power you take. So you couldn't hire high-tech body guards with Survival, for instance. Any fall-out/failed rolls could be handled by taking social damage/consequences instead of mental. Although, depending on the type/theme of minion, it could be another stress track.
Any stunts related to the chosen skills would increase your chances.
I just suggest this because what is already presented seems, to me, overly complicated especially when there are already rules to cover something like this.