My problem with Claws is partly its inapplicability to unusual concepts, but it goes deeper than that. I'm against these aesthetic requirements on principle. And I hate the idea that Human Form could be an advantage. And I despise powers that introduce balance landmines to the game.
I don't see "balance landmines," personally. And Human Form is an advantage in some areas, but not in others--just like any of the powers. It might help concealment, but while the claws are concealed, you can't use them. Human Guise lets you hide them and use them at the same time. If Wolverine and character with Claws and Human Guise get into a fight in public and don't want to reveal their natures, Wolverine's at the disadvantage.
The intent of Claws is as a Creature Feature--a way to codify what effect the more monstrous of creatures in DFRPG would get from their natural weaponry. There are plenty of other ways to get that Weapon:2 rating for other characters, including the strength powers and stunts like Killer Blow and Lethal Weapon that, in my opinion, fit a supernatural martial artist much better than Claws.
Some compels will be hard, others will be soft. That's the game. If all compels were hard, nobody would ever self-compel.
I very much disagree. There are people out there who love the kind of drama a hard compel brings them. I've known a guy who gets the biggest kick out of throwing his characters through the wringer, up to and including maiming and death (albeit in a setting that allows for quicker healing and resurrection). His DF character has a wife and kick
specifically so they can be used against him like that. Just as I believe whenever a player uses a fate point they should get something tangible out of it, if I'm giving them a fate point it should come with some kind of bite.
And I'd argue that I'm not discussing the quality of the rules--I'm simply saying they are what they are, and trying to abide by them.