Going through the Stunts list, I noticed that a few just didn't seem worthwhile. (More "didn't appeal", but that's a personal thing - I'm more focused on Stunts that I saw not being worth the expense to the person that worthwhile.) I also saw one or two that confused me in certain ways. I'm listing them here so others can point out where I'm wrong, or the authors can tell me how it's already been fixed
Overall - Recovery Justification: The "justification for recovery" Stunts seem inconsistent, and some seem like a stunt wouldn't be necessary. (A concussion is bad, but a good roll of relevant knowledge should allow for recovery without a stunt, for example. Not to mention that I don't think Empathy really helps recover from social consequence "WENT BONKERS AND DANCED NAKED ON THE DEAN'S DESK")
Overall - Faster: The "does this faster" Stunts are hurt by the fact that I can't find strong guidelines for how long things SHOULD take in most cases. I'd suspect in short order the GM would mentally start adjusting for the existence of the stunt (unintentionally), removing the benefit. I don't think this is an error, but I personally would tend to be leery of them for that reason or at the very least adopt an "ask how long, argue if it is high, them remind of stunt" policy.
Athletics - Too Fast to Hit: It says "gain an additional +1 to the roll when making such a move". First, Couldn't that be multiple moves? (Full Defense isn't a block). Second, it's unclear if the bonus +1 applies only if you are moving zones while using Full Defense.
Contacts - Ear to the Ground: Any reason the Difficulty is reduced instead of getting a +2? I know it works out the same, but it's a bit odd to be different.
Conviction - Resilient Self-Image: I know this was pegged as being too strong; I don't recall what the fix was.
Conviction - Tower of Faith: Armor for both mental AND social seems a bit strong (an argument can be made that physical is more frequent - I'm willing to hear that argument)
Deceit - Pick-Pocket: Actually, this is fine (I like it!) I just found it odd that it didn't include a page reference like the other sections did (page 126)
Deceit - Stage Magician: Why not say the +1 bonus stacks with the Pick Pocket stunt, making it more clear that it applies to pick pocket attempts even if you don't have the stunt?
Empathy - Counselor: See "Recovery Justification" above. I'd have a hard time arguing with someone that has a high Empathy that they can't work to help someone with a moderate consequence. Requiring justification is good - requiring stunts for those is harsh. (but that may just be me). Wouldn't this be better as a bonus to rolls to provide justification?
Endurance - No Pain, No Gain: Already has been ruled too strong; Don't recall the fix
Fists - Martial Artist: See other thread, but (a) I would've assumed that Fists COULD do assessments on fighters without the Stunt (p115 says it's usually perception or knowledge skills, but this seems perfectly appropriate). and (b) Why is this a prereq (and the only prereq in the game?) I don't see a problem with dropping the entire prereq concept given the stunts presented. If you're keeping this Stunt, I'd revise Assessments (p115) to create a hard line that without stunts, it's perception and knowledge skills ONLY. (Side note: Guns grants Gun Knowledge(p131), why doesn't Fists grant Brawling knowledge?)
Fists - Lethal Weapon: Weapon:2 seems too strong. Weapon:1? Or is it because it's only vs unarmored opponents?
Fists - Step Into the Blow: Someone can sacrifice several actions in stack as written (though they'd be reeling from so many failed defenses, it can happen). That seems...weird. Round 1: 4 guys smack the center guy, center guy smacks all of them. They spend the next 3 rounds running/debating/ordering pizza while he waits for an action.
Might - Wrestler: Already fixed to be +1 to maintain a grapple. (or break?)
Performance - Pointed Performance: I have the desire now to rewrite Hamlet as a series of DFRPG-FATE conflicts... Nothing wrong with the stunt though.
Presence - Teflon Persona: This is fine, but makes Tower of Faith still look too strong.
Weapons - Riposte: See Fists - Step Into the Blow for discussion of limiting how many actions you can sacrifice. Why is this successful vs that stunts roll at +1?
Comments/Corrections welcome!