Show Rand al Thor next please
Rand must have like a hundred fate points (he is making declarations all the time).
"How am I going to kill the thousands of trollocs invading the Stone?" A pause (spend a fate point). "How about I use this weave that only targets shadowspawn within a mile of me that I didn't know three seconds ago... That sounds good."
Heck, one time he made a declaration of "You aren't dead yet Mat!" (Or did Mat spend the fate point?)
The only character with more fate points from the Wheel of Time is Mat Cauthon (those dice he always hear is really fate points being spent to re-roll).
The only problem I see for Wheel of Time is Foci = Angreal/Sa'Angreal. I would probably not give free foci slots (even if this reduces the refresh cost of the power to -4 or -3), then just make all Angreal/Sa'Angreal items of power subject to GM ruling on availability. Additionally, Item of Power would have no refresh discount (in this way it would become a new entry in the Items of Power group).
Angreal/Sa'Angreal [-0]
Description: You have an artifact from a previous age that helps channel more of the One Power.
Musts: Channel the True Source power.
Options: The shape of the artifact can vary. Many take the form of... blah blah blah.
Skills: ...
Effects:
-- Unbreakable. Angreal and sa'angreal are made of cuellandor, and are unbreakable. Even balefire splashes off of it.
-- Power Bonus [-1]. While channeling through the angreal or sa'angreal, you gain an additional +1 to your effective power. When channeling, reduce the difficulty for your Discipline check by the power bonus of the angreal or sa'angreal when determining backlash/fallout. This can be taken multiple times and as a total refresh cost equal to the total power bonus.
For example, a -2 cost angreal gives a +2 power bonus, so if a channeler used it to do a 7 shift weave, the control difficulty is only 5. In this way, using an angreal or sa'angreal makes it easier to channel a weave, but not more accurate.
Instead, Refinements would be for specializations and extra elements.
This is where things get kind of crazy. I would probably try to utilize portions of The Wheel of Time d20. Specifically weaves using multiple elements. Maybe a channeler has to use the lowest power/control bonuses for the element choices. Like Fireball uses Air and Fire, so a character with Control (Fire +1), and Power (Air +1, Fire +1) treats it as Control +0, and Power +1.
I think you could also expand the rules for zone expansions. Maybe 2 shifts for the first full zone, then increase the cost for extra zones by 1 (3 shifts for the 2nd zone, 4 for the 3rd, 5 for the 4th, so hitting 4 zones with an riven earth--causing the ground to explode--would require 14 shifts just for the zones).
What about removing the thing about overchanneling and just removing the option for fallout on channeling? If all failures are backlash, then consequences become the penalty for messing up. Then recovery could be going the period without channeling (maybe a once a scene compel to not channel, but doing so resets the recovery time). Stress already works for overchanneling. If you use more shifts than your effective conviction, you take more stress (or consequences). If you fail to control it, you take backlash (stress/consequences).