I think my interpretation handles this situation better than yours does. Under my interpretation, the only stretch is that you have to allow partial success when looking for someone under a veil, and the the Gruff chose to attack her instead of using his tag to boost his alertness roll. The second stretch is justified by the fact that this is what he did in the scene (charge at where she was). The first stretch, is something that I feel is allowable under the rules, but is again an interpretation of two sections combined, so your interpretation may be different. I would also like to add that I would likely not allow partial successes for normal free alertness checks. When you scan a room for the first time, you either detect someone, or you don't. Only when you take a whole action to really look/maneuver, or when your attention is drawn to a specific place (like by being hit with a snowball), do you get a chance to notice details (or guess a location based on trajectory of a snowball) that give you aspects to tag.
And that's more stretching than my method.
I am aware of that. Which is why I think it is reasonable that before she learned anything she only makes 3 shift veils, even with her talent. But you said
What you think is "reasonable" is totally irrelevant. What we have is the game's write-up of a character that Harry has absolutely no reason to misjudge on her power level. Molly, at the time of Small Favor, is low-powered, and her rote veil is 3-shifts. That is, as far as I am concerned,
fact.
And since you feel that Molly's "main gimmick" is casting veils, that should be what her character is best at. If you design a character, at any power level, whose best effect is a 3 shift spell, you have designed a character that is purposefully weak. So this leads me to believe that either Veils are not her Main gimmick as written in OW (which would seem to contradict the case files). Or her power level was set too low, like most casters in OW (especially the senior council, have you seen their write ups?).
In combat, yes, that is what Molly is best at. "What she is best at" doesn't mean "She is literally as good as she could possibly be at this level." It means, in combat, Molly's best option is to veil. Molly was not written and designed with the goal, "We want to make a character who is the best person at making veils ever." She was written and designed with the goal, "Let's represent Molly as she's presented in the books."
And the Senior Councils' write-ups are
completely irrelevant, because the game itself says their write-ups are low estimates because Harry doesn't know much about them, and hasn't seen them personally in action. As her teacher, Harry would and should know exactly what Molly is capable of.
Or should we disregard the Fae at large's write-ups because the game acknowledges it doesn't know everything about Lily or Maeve?
Here is all of the stuff I take issue with in your example. In order for your example to work at all, the Gruff has to choose not to/be denied the option to make a declaration, that you, in multiple posts, have said is the way we should go about this. Basically, you are saying that in order for Molly to live in this case, the Gruff has to choose not to win.
The game isn't about being fair to the no-name, first-session-of-a-campaign goons. As has been pointed out, Molly isn't their main objectives, they're the first encounter in the story, and this isn't a knock-down, drag-out, fight to the death for Molly.
The gruffs probably aren't getting Consequences to fall back on, either. Fact is, making a bunch of assessments and squeezing every advantage out of a fight is the
PCs' job, not the GM's, unless it's a high-level, high-stakes encounter.
I'm saying for Molly to get away unscathed, as she does, the GM has to not take every advantage he can and simply play by the numbers. The GM, in this case, should be pushing Molly if he wants to make it difficult for Molly--which he's not. That encounter's made to get
Dresden's attention.
Second, I do not think you are allowed to make a maneuver and then invoke it for effect to make someone skip their turn. That would almost certainly have to be a compel.
Sure. But since the Gruffs are nameless fae goons who aren't heavily invested in taking out Molly, it doesn't matter.
So basically, in my example, the Gruff has to make the dubious choice of attacking instead of perceiving with his free tag, which we know he did in the story since he tries to attack. But otherwise we do not have to introduce any fiat/intentional dumbing down of the enemies. In your example, in order to get the desired result, you basically have to have the bad guy choose to waste his turn for no reason.
You're conflating character action with GM action. It's not dumbing down enemies--there is
absolutely nothing in the rules that entitles the Gruff to make that declaration and tag it for any reason.
The bad-guy isn't choosing to waste his turn for no reason. The GM is letting Molly's player get away with a trick and play support for the main target of the attack.
Molly and Harry are the players; the Gruffs are nameless first-level goons.
This makes a big difference. High level enemies? Sure, they can and should make those assessments to make Molly's life difficult (and, indeed, by Changes Molly likely has a few more ranks in Conviction to throw at the Ick). And a player should be able to make those declarations against an NPC in a veil. But the Gruffs? They're not. They're a low-level mob in the beginning of the story, meaning the GM isn't going into kill mode with them.