Because the system handles a guy with skill 3 and weapon: 2 attacking a guy with skill 2 a whole lot better than it handles a guy with skill 19 and weapon 15 attacking a guy with skill 17.
I think the real trick is to have everyone at the table clearly understand what amount of 'scaling' is involved.
For example, if Harry wakes up one morning, looks out over his ravaged garden, and says, "Those rabbits have eaten my produce for the last time! I'm going down into the lab to whip up some thaumaturgy to exterminate them!" Is this something that you really need complex thaumaturgy rules for? And in the divine scale game, it's the same thing with (families / tribes / nations) of people who have offended you lately.
So, here's a slightly more complex writeup:
Demi-god level game
8 refresh, 30 skill points.
1
Your characters operate at the 'minor god' level. When compared to 'mortal' scale characters, you are assumed to have roughly +5 skill levels, appropriate supernatural (strength, toughness, etc) powers.
Note that any equipment you carry will need to be similarly scaled. For example, wearing a bullet resistant vest will not provide any additional protection in demi-god scale combat, no more than wearing that awesome costume armor made out of tin foil and cardboard would protect you at the human scale.
In general, all mortal equipment (guns, swords, armor, etc) doesn't provide a bonus in the demi-god scale.
2
God-like will
You are able to effect reality via the direct application or your will, in ways mortals can't. You can use discipline or conviction to make maneuvers and declarations. The power limit of these maneuvers and declarations can be assumed to be roughly power 5-7 evocation or thaumatrugy, on the mortal scale.
Larger and more powerful applications of your will require paying points for sponsored magic, evocation, thaumatrugy, etc
So, some sample goon squads (at demi-god scale)
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Posse of (powerful) black court vampires:
skills most relevant skills at Fair (+2)
Powers:
gaseous form
Stress: OOO
any application of their catch takes them out automatically
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(Powerful) Wardens of the White council
Powers:
The ability to make a variety of attacks, defenses, and maneuvers based on discipline. When used to attack, their evocations have a weapon value of 2.
Skills:
+2 Discipline, conviction
+1 weapons, athletics
Stress: OO