Wow... That's a lot of powers... To be honest I didn't feel like reading the whole thing, but I did pick up some of the general idea from your first set. Most of my observations are on your attitude towards this as a whole.
So You're coming out of white wolf, that's good, it's a storytelling system. However Fate is even more abstract and story based if you can believe it. Many of the things that you have outlined as individual defined powers are in fate actually parts of other powers. Consider the fact that many (but not all) of the things you have outlined I could probably do in the current DFRPG with three to six refresh. I know scion tends to be a high powered game with lots of "points" but in DFRPG 12-15 refresh is already considered a lot because of what you can do with that much refresh. By the time your characters have ten to twenty of those powers a character in DFRPG would be capable of almost all of them and be able to do them many times better.
Personally I see that you are trying to limit your players with these powers, defining them in that way. Aspects is where DFRPG does that. If you want a player to be capable of X but not Y then have them take an aspect that defines their power (their high concept will likely serve this purpose well). If they are a scion of so-and-so then that will define how their powers manifest.
At an even higher level you seem to be defining specific story events or narrative tricks. DFRPG generally avoids this, giving specific mechanical effects and allowing the player/GM to fill in the story as appropriate. A good example is that in conflict most powers only allow you to attack, block, or maneuver -mechanical effects- but make little mention of how this works from a story perspective. One person with evocation may be throwing mortal magic fireballs around, while another could be using their own half-god power to influence probability and make things fall on people. Same power, two drastically different narrative effects.
To get more specific, if I were to take thaumaturgy (admittedly a 3 refresh ability) I would be able to do probably one third to one half of the things on that whole list. Add evocation (another three refresh) and I would be able to do almost all of those (with less skills necessary by the way). Six refresh instead of fifty or sixty.
Finally one of the things I've noticed is that you may still have an issue grasping fate points and stress (not an uncommon issue). I'll deal with the former first.
Fate points are not equal to white wolf's equivalent (it's been a long time since I last played anything of theirs). Spending five fate points in a single action is more than a little ridiculous, and usually results in twenty or so shifts of effort (really impressive when you consider that 8 is epic or legendary or whatever). I would be surprised if anyone told me that they had spent more than twenty in a single session. Consider as well that if your players have all of their refresh tied up in their myriad of powers then they aren't going to have any fate points to spend in the first place. There are only a handful of powers in DFRPG that require fate points, and most of them have a pretty drastic effect (All creatures are equal before god is a decent example, for one fate point the wielder is allowed to completely ignore all toughness, recovery, or immunity powers). Looking at your Astral projection power for example, that's something that a normal DFRPG character could do with Ritual (a 2 refresh power that would allow so much more than just astral projection) without spending any fate points.
To address the latter, stress is much more abstract than any other concept of damage that I've run into in any other system. Stress is not equal to injury. Stress is...stress. When someone takes stress it represents the effort that they have expended in avoiding injury. If a character has every stress box filled he still does not have a scratch on him so long as he has no consequences. For that matter one hasn't even been hit by an attack until one takes consequences. Even if you overcome my defense by eight, ten, twenty shifts you have not hit me unless I take a consequence, and even if I take a consequence there's no guarantee that I've been hit either, as I can take consequences that were received while avoiding the attack (I.E. you shoot me with a gun and I take the consequence of "Bruised hip" to represent me diving and landing poorly). I'm getting a little off track, but the crux of this is that if you want to represent injury, then you have to inflict consequences.