I' actually recovery higher than Toughness. The main reason I see isn't even the "heal in combat" portion - it's being able to arrive at the next conflict not burdened down by a Moderate and a Severe Consequence without needing to wait a month between "hunts"! The faster out-of-conflict healing is really the strongest thing in the long run! Having Recovery powers really makes the higher types of Consequences a lot less scary to take - they aren't gonna stick around
nearly as long as otherwise!
I'd also look a lot at where are your supernatural powers coming from?
Is the character a mortal
flavorwise, just action-hero level resilient and quick back in the fight? If so, I'd and always formulate the Mild Consequence I plan on shrugging off as something you could "fight through" and pick a "natural" catch like Fire or Poison.
Is there some kind of "gift" in play - you're imbued to fight back against the darkness? Then definitely a catch like "Mortal Weapons" or heck - maybe even "Pure Mortal" as the catch! I'd rule it valid to have a catch based not on
how the damage is done, but
by who. I'm not entirely sure what value to set the latter one to, that really depends on the tables definitions - I can see it as anything from +2 to +4.
Then pick stunts - and formulate your own - to get you to land hits and deal damage. I'd also recommend to keep your adjusted refresh no lower than 3 or 4 so you realistically always have a few FP's! Those, along with well formulated Aspects, can really help out in a fight - say to declare that you just happens to have the material/weapon available to satisfy the catch of whatever you're fighting!
Sort-of Off Topic tangent regarding Catch Value - Why is Cold Iron calculated as +3? The way I read the guidelines it really should be +4 (Practically everyone knows and Iron is
not hard to find). Of course, most would only get +3 anyway due to not having more than 4 Refresh affected by it, but those that have still only get +3 in OW!