I think we're actually trying to answer the question posed. The question was "how do I use aspects for NPCs?" How do you do that Drachasor and Mouse?
I don't desire to have some meaningless argument over this. I said one could go your way on it. I have also said the problems I found there, because there are some situations where aspects are not great. Frankly, I've already answered your question.
I'll elaborate slightly further, however. Aspects generally work best on things that are kinda iffy in whether they help or not, especially things they might help one moment, and won't do anything the next. A numb arm is pretty much like that; some attacks/blocks are going to work just fine. Dust in one's eyes can be like that; intermittent blinking. A slippery floor could be like that; quite possible to not slip at all, and since we only worry about entire zones for movement, a lot of the slipperiness is flavor. Light level, especially down a narrow corridor, doesn't really seem like it fits into that terribly well. This is going to be something with a very, very constant effect. Now, you might say "well, just use a compel!", but that also has problems, imho, because it isn't impossible to sneak by, just very difficult and if anything it could stifle creativity by the players.
Overall, I think fractals are a better fit for something like that. I think it would lead to more interesting play. I think fractals can see use in a number of areas as being quite useful. I'm not alone here, the game designers obviously agree given that...you know...they invented the idea. I don't see why you seem to want to argue this point so much. I have repeatedly emphasized fractals aren't for every group, and yet you seem completely unwilling to let go of the idea that only aspects should be used. What's the big deal?
I prefer to abstract fate combat rather than map it out. So yes, opponents in the same zones or in zones with no barriers to sight do need to maneuver in order to be unseen.
Again, using an abstracted combat model, movement within a zone is free. So that partial cover you had isn't likely to last...
And my particular example was one that involved attackers not being in the same zone as the defenders. Just being in two different zones means a lot of cover is going to be completely solid unless the attacker moves to your zone.
Regarding the fractal concept as applied to gaming - it's a concept which several have applied to scaling aspects. How are you suggesting its use? I'm not understanding how your suggestion and the concept of fractals align.
I'm not quite sure what you mean by the bolded part. Regarding the OP I suggested one way to use fractals (a bonus on alertness against stealth by people via a stunt the aspect fractal has). Hmm, I thought I had an even better idea than what I posted, but I can't recall it at the moment. If you wanted me to elaborate on cover, that's pretty straightforward -- the big question is whether you want the cover to provide a block, armor, or just an increase to defense against ranged attacks from another zone, but it would be pretty easy to make a cover fractal that works well, is potentially destroyable, and overall makes cover feel more like cover.