you did not name the aspects I did.
I named the effects you called out as problematically available by way of the aspects you named.
That same 'I See Dead People' aspect
name could be present on handfuls of the (Pure Mortal) residents of the state mental institution, down the road a ways from the town the game takes place in, and it wouldn't make them supernatural, just crazy (and might still let them see real ghosts on occasion; children, animals, and the insane are often called out as relatively common exceptions to ghostly invisibility).
You also had no real rebuttal for "I see dead people".
And then I called that fact out. See the last line of my rebuttal post.
I was going to say that there's only one thing I can think of that can only be achieved with supernatural aspects (that would be transferring to the NeverNever) but while I was sitting here I thought of a way to achieve that through mortal aspects.
That one's exceptionally easily achieved by way of 'externalized' supernatural aspects: just have someone else open the door for you.
...
Which, it occurs to me, would be a fine way to represent seeing ghosts and the like, too: just have an indebted spirit, sprite, or other minor supernatural entity, or small army thereof, that won't draw unwanted attention, follow you around, warn you of impending danger, and illuminate the invisible, etc
Call it: 'All this for Pizza...Who'd'a thunk?'
Oh, hey, look, that single
externalized supernatural aspect (and remember, we agreed that it being externalized means it's perfectly kosher for even a RAW Pure Mortal) lets the character have access to: effects, like fire, at a distance and without immediately obvious cause, tracking the normally untraceable, interacting with the normally undetectable, providing minor timely benefits (ie. +2 bonus) to numerous skill checks, and far more
in fact, it provides everything on your list that isn't beyond the capacity of a simple invoke or invoke-for-effect