If you allow PCs to take more consequences than normal, you and your players might have trouble keeping track of them all.
If you increase the number of stress boxes, you might find that the fights turn into a bit of a grind, trying to work through those longer stress tracks, especially if you also give the opposition longer stress tracks. I've had some first hand experience with this problem, playing Spirit of the Century with the full length stress tracks.
To increase the heroic feel of DRFPG, might I suggest increasing the number of shifts a consequence can soak? Make a mild consequence worth 3 or 4 shifts, instead of 2, a Moderate worth 5 or 6, and so on.
Possibly turn all three of those dials just slightly, for the best overall result.