Yupp, thats basically where the discussion was leading.
I do agree on everything, except two things.
1.
I would not make throwing someone an attack using the Weapons skill.
Throwing people is an integral part of lots of Martial Arts, especially weaponless ones, so Fists would be the better choice here i think.
Actually using a Person as a Weapon to throw at someone else... that might be a Weapons application, but i think it's such a rare occurrence that it doesn't hurt to allow it to be done with Fists.
Fists doesn't represent martial arts. It represents unarmed strikes (Brawling) and unarmed blocks (Close Combat Defense). Grappling represents holds (a block) and
traditional throws. Martial art throws are more about control than sending someone flying across a room.
In fact, I wouldn't consider a traditional throw to be ending the grapple. It would be applying an aspect while continuing to grapple.
The fact is that nowhere does the book spell out which trapping covers the case of "throwing a target across zones." Grappling definitely relates to dragging them across a zone.
The closest trappings for this case are Grappling and "throwing stuff" (which in DFrpg is the Distance Weaponry trapping).
This is why I keep trying to speak in terms of trappings, it is so that the example holds irregardless of stunts/powers.
2.
There is no explicit distance weaponry bonus through strength Powers.
Superior/Superlative/Supreme Strength modify how might would factor in when it modifies a skill, but there is no mention of Distance weaponry in particular.
So the +2/+4/+6 damage bonus from Strength Powers would be all you get, and thats perfectly in line with other Attacks, so no balance problem here.
The game doesn't state what does or doesn't count as modifying. It comes down to consensus.
For example: If a group of pure mortals were all in a basement room that was suddenly plunged into darkness, I would say that their attacks (and defense rolls, maybe I would allow players to substitute Stealth for the restriction of defense rolls, but that might require "full defense") are all restricted by their Passive Awareness (a trapping of Alertness). An exception would be grappling. The attacker would be restricted on their first check, the defender would likewise, but once a grapple is established, both parties have a good idea where the other is and the restriction as it relates to each other goes away.
No where in the book does it say Alertness should restrict anything in a situation of darkness. That is just a connection I made.
In this case, the things to consider are Lifting Things and Grappling.
Does "Lifting Things" factor in for throwing someone? Yes, but I would say it is a "restriction" factor. Being able to easily lift a 250 pound bag of whatever onto your shoulder probably means your ability to lift won't hurt you when trying to chuck a 200 pound drunk out of a bar. But it probably doesn't make you better (that is what "restricts" means, see YS 214).
But Grappling definitely would modify the situation. A bad grappler is going to have trouble controlling a person long enough to throw them, but being good at grappling would help. So it can help or hinder. So I am saying "Grappling modifies throwing someone across a room in the case that Grappling isn't the trapping to use in the first place."
Which means...
a. If you would use Grappling then Bruising/Bludgeoning/Unstoppable Strength gives in for the +1/2/3.
b. Or if you would use Distance Weaponry (modified by Might) then Might modifies and Superior/Superlative/Supreme Strength gives a +1/2/3.
Both give +1/2/3. And THAT is the balance concern starts to arise. Getting a +1/2/3 on the roll and +2/4/6 bonus effect (assuming success) is like getting +3/6/9 (when successful).
But there are balancing factors: 1. You need an appropriate aspect on the target to start the grapple (which might mean placing a maneuver, which takes an exchange action). 2. You use one exchange (of no damage) to start the grapple. 3. You can finally throw (assuming they don't escape before this point). So being able to throw one person at another and get an effective 3/6/9 isn't so bad since you use a minimum of 2 exchange actions (at most 3) to do damage twice.
There is no question that Might (grappling) is involved with someone's ability to throw another person. Either directly (by being the skill trapping) or indirectly (by modifying).
Basically this comes down to personal taste. Grappling or Throwing Stuff (distance weaponry).
When you are talking about using someone as an over-sized javelin, it seems to fall into Distance Weaponry (call it "Distance Throwing" or "Distance Hurling" if you like) than the more conventional Judo throws. That is why I lean towards Distance Weaponry.
But I do reiterate that it is a personal choice.