This is what I have a problem with. I don't like the idea of having to deal with a penalty because I want to role-play a specific type of character. As a lawbreaker, my character already has to deal with narrative consequences (wardens chasing them, doom of Damocles, etc.) and compels to the changed aspect. I don't like the idea of being forced to spend refresh to no benefit.
Honestly, I think I see it as something more akin to what Changelings can do. They can RP their Choice and gain access to other powers but it potentially takes them out of play. This is the practitioner/wizard version of surrendering themselves for power. I think it makes sense there is a mechanical refresh penalty. Besides, there are benefits to the power, so it's not really a big loss. Power at a price, right?
The idea wasn't that it condemns other actions, but that it benefits actions that are related. For example, the Lawbreaker (5th) power according to RAW would give no benefit to raising an animal from the dead, only humans. I would expand it to encompass animals as well, plus other forms of necromancy. That way the character still has to deal with the temptation to use necromancy, but there are differing levels of consequences. Animal necromancy, for example, wouldn't earn you another count of Lawbreaker, but might mean that the Wardens try to chop your head off unless you can come up with a really good reason for it (or might encourage them to investigate you and find out your first instance of Lawbreaking).
I can see what you are getting at about the temptation of power etc. but I think that is better dealt with by invoking aspects and good RP. Giving a concrete mechanical benefit to a wider range of actions or targets for one refresh... feels imbalanced. More about that below.
This is what I was worried about. Do you think it would be more balanced if it was only +1 power to attack spells? This would seem to fit narratively by encouraging you to use your power more recklessly, and fallout would be a good source of compels to have you 'accidentally' kill someone else, or to, for example, burn a dead body and have the wardens come after you thinking you've killed someone else.
I think it's still too broad. All attack spells, on all possible targets is huge. Evocation grants 3 elements. Break a single law and that's essentially a +3 power for only one refresh and a few RP consequences. For things like necromancy or biomancy... it gets a little harder, too. Raising a zombie via thaumaturgy technically isn't an attack spell, so what is the equivalent?
Also, as I was saying before, the power reads "Gain a +1 bonus to any spellcasting roll whenever using magic in a way which would break the specified Law of Magic". This suggests it's the breaking of the Law itself that grants the bonus. If the Law isn't broken, you don't get the power, therefore, you shouldn't get the bonus for targeting non-humans. Unless somehow the scope of the Law itself widens if you break a law, which we now it doesn't.
Really, the 'human only' catch and linking it to the act that breaks the law, are the prime ways Lawbreaker is limited. Removing those limitations in a game that has combat with non-humans as a core part of play is problematic. I do still feel that the Lawbreaker powers give a nice, situational bonus, representing the temptation of power, with an RP penalty which can be handled by negotiation with your GM. Tacking on too much more makes it far too overpowered for a one refresh power. It's almost the power equivalent of a stunt.