I perfer to keep the mind set that it's the GM's responsibility to come up with scenarios and situations were every character has their time in the spotlight and play to/against the characters strengths/weaknesses.
I really don't like this attitude when talking about game design. In theory the GM
could do it, but it's not really the GM's main job. The designer should be trying to make the rules set as easy for the GM (and other players) to use as possible, so that the GM can concentrate on other things.
It's just like arguing refresh points costs. Sure the GM could try to balance everything, but if the refresh point costs are done correctly in the design, it's not something the GM has to worry about.
In addition, we should assume that every GM has ultimate system mastery, able to make good rulings every time something comes up. Most people don't have good system mastery
Now, things I'd think about changing.
I don't like exactly how the social skills are split up. I'm not sure what having high levels of deceit is actually good for, since almost all of your actual social skills are covered by rapport. Next, there's no explicit skill to provoke people. As often as Harry does this deliberately, you'd think there'd be a skill trapping for it. Adding a 'provocation' skill trapping to intimidate might help, but even then, intimidate seems to be a rather limited skill when compared to rapport.
Part of the reason the driving skill gets no use is that there aren't any chase mechanics. Are there any good chase mechanics for other games that might be stolen? Or does anyone want to take a crack at coming up with some?
An additional problem is that car chases work fine when you only have one or two protagonists, but tend to get odd when you have 4 or more. One guys makes a character who's good at driving, and he expects to get into cool car chases. What he really gets to do is drive the minivan that the rest of the team rides around it. And if there
is a car chase, the car character has the embarrasment of driving a minivan for his part of it. Or even worse, the wizard in the back of the minivan waves his staff around and all the cars chasing the minivan suddenly explode. All that's left for the car character to do is drive the minivan back to base, carefully obeying the speed limit the whole way.
Another problem is the linking of athletics to defense. This means that almost all combat characters can move around like jet fighters if they feel like it. A gun generally has a range of two zones, a combat character can move somewhere between 4-8 zones per round, if they want to sprint. This means that any fight that someone wants to run away from will quickly leave everyone who isn't the road runner behind. That social character who wanted to help by doing some maneuvers? Now that the fight is finally over, you'd better call him and tell him where you finally ended up, so he can get a cab here. If you had to wait for him to run all that distance, like you'd just done, you'd be here all day.