Orladdin, you can do self-sponsored magic? How does debt work then? It's a cool idea, I'm just a little fuzzy on how that works.
It's pretty much the same as normal sponsored magic, but the debt Compels are on your Aspects rather than on an external agenda.
Also the enchanted item you mention with reactive blocking works real well with the right flavoring, but what if you wish to move a certain number of zones in order to strategically place yourself?
Not easily doable. You can't include actions, even supplemental ones, in a defence roll. Some kind of Riposte knockoff might work though.
Also, I'm still curious about what the consensus is on summoning objects that are native to the mortal realm. In the books, Bob mentions that it'd be really difficult, but not impossible. So how would you do it?
Really depends on what effect you're after. Summoning a specific person or object probably uses normal forced movement rules. Summoning and binding mortals to serve you probably counts as normal summoning with a heavy complexity tax.
Another thought I had, would teleporting work best as a custom power? I almost think you could do it with RAW if you didn't mind sinking a lot of Refresh into it, Mythic Speed (Probably coupled with a Limitation for a bit of a rebate) that's active only in the Nevernever and Swift Transition and/or Worldwalker give me an image of a Nightcrawler like character. Yeah, not really teleportation some might say, but I consider teleportation to mostly be the ability to transcend all barriers at speed preferably as close to instantaneous as possible, but sometimes you can't avoid spending time and I can be cool with that.
If you can't find it on the custom power thread, check out the custom power text document. It's searchable.
On a related note, here's ways and means's Teleportation Power with edits from me.
TELEPORTATION [-2]
Description: You can teleport from one space to another. Very convenient.
Skills Affected: Athletics.
Effects:
Unfettered Movement. You may ignore all zone borders and all penalties or blocks that would normally impede your movement, unless those blocks are specifically designed to block teleportation. You may also move freely in three dimensions, though this Power does not prevent you from falling to the ground. If you are being grappled or otherwise grabbed when you move, the character holding onto you must roll Might against your movement roll. If they succeed they come with you; if they fail their grasp is broken.
Rapid Teleportation [-1]. Add four to your Athletics when using it to move with this Power. In addition, you may move an additional zone when taking a supplemental action to move with this Power.
Long-Distance Teleportation [-1]. (Requires Rapid Teleportation) You may teleport to any place in the world given a few minutes. At the GM's discretion, this effect may be limited by the speed of light.
Sight-Affirmed Teleportation [+1]. Your movement is impeded by anything that blocks your vision. Apply blocks and penalties that apply to your vision to your movement, and do not ignore them with the base effect of this Power.