I am looking at the rules without bias or favoritism. By just taking them as they are instead of trying to change them when there's an inconvenience. I'm not here to judge the game, I'm here to play it.
One might consider Evocation's three element limit as a "pointless flavor restriction." After all, if the result is a Weapon:5 attack rolled from 5, mechanically speaking it doesn't matter if the element is fire, water, air, or potatoes (things get weird with an Entropomancer in the party). The element is, after all, just flavor, so why not rewrite Evocation to remove the restriction to only three elements?
As for the whole "compels are not bad" thing, I think this goes back to the discussion we've had elsewhere about how other players, many of them, don't just consider the raw mechanics and how many fate points you can get.
Do I want a fate point? Yes. But do I also want to be able to save the damsel/stop the evil wizard/not blow my cool and have to give up a powerful artifact in recompense? Also yes.
Not every compel is something the character or the player wants. That's why the game bribes you with a fate point for it, and why there's an option to buy out of it.
If you want to talk raw mechanics though, go back to the example previously: Wolverine and Sabertooth want to get through somewhere unnoticed. Wolverine's claws are retractable, so he faces no compel. Sabertooth's, however, don't retract, so he gets compelled. As mentioned, he doesn't want to be noticed, so he buys off the compel. Which means if they started from the same total, he's a fate point behind Wolverine for the same result.
Compels aren't a bad thing, but they're not always what the player wants either. They can cost Fate Points just as much as they're a source of Fate Points.