I think part of the problem here, and please correct me if I'm wrong, is that Emperor Tippy is looking at the mechanics as a representation of the game world's reality.
That's what I've been trying to get at, yes. Thanks for the clarification.
Which is a problem solved by story telling and the narrative. I would say that every major power has done things like this. If you want to fight at the "god" tier then the gloves come off, you only make it to that tier and survive by doing things like this and having your own counters to them. Does this mean every Red Court vamp has something like this? No, but the Lords of the Outer Night sure as hell do; and if you start blasting through rank and file Red Court vamps in job lots then one of the LotON is dispatched to deal with you and you find out just how thoroughly outclassed you are with your twenty years of life against the LotON's two thousand years of life.
It will play out in the narrative, and it should, but you don't have to have thousands of aspects at the ready to do so.
If, for example, you have 100 aspects and your opponent has 99 aspects, that would be the same as you having 1 aspect and your opponent having 0 aspects. You can still describe it as people throwing around tons of power, but you don't have that ludicrous amount of aspects lying around. Another example would be weapons and armor. If at some point every character has armor:2, then you'll need bigger weapons to get through that. Or you remove the armor rating in the mechanics and keep the weapon rating down the same amount. It's a zero sum game that will add nothing to the story, that's what I am trying to tell you.
Long term investments in power, things that are part of the character are represented by aspects and powers and stunts. If you want to have a long term advantage from something, spend refresh on it. Even if you find a magic sword, you should pay the refresh, if you want it to be a permanent part of your character, that's what that is all about.
Except that you only have that one "I win!" button and once it is used it is gone. So you press the button to deal with the rampaging werewolf clan and then what do you do three days later when the town suddenly has a couple of dozen higher end Red Court vamps, three Wardens investigating, Summer and Winter spies in town, and a White Court delegation show up; all attracted by the giant amount of power that was thrown out a few days ago and trying to learn exactly what happened and who did it. Or just showing up randomly.
Or maybe you are faced with your significant other being kidnapped and being used as a ritual sacrifice but the wards protecting the site are fifty or so shifts strong. If you hadn't blow all your power to stomp those werewolves then you would be able to spend it to bring down this ward but now you are faced with either resorting to necromancy, finding some other way in at possibly equally extreme cost, or letting your SO die and be sacrificed.
So at the beginning of every game I would have to throw something at you to steal all your prepared aspects, just so we can play a game you don't just stomp? That's kind of silly, don't you think?
More than other RPGs, Fate is about the players and the GM working together, not against one another. If you want to play a game about werewolves, we play a game about werewolves. If you don't and I force it on you, I'm doing a bad job. If you feel the need to stomp it, because you don't want to deal with it, I am doing a bad job. So let's play those adventures you don't just stomp, those that keep us at the edge of our seats while we play them, because we have to fight through things to get to the goods.
Besides, high numbers don't necessarily make powerful beings. I could easily play a game on a god level with 6 refresh, or a game about mice with 20+ refresh. It's all a matter of how you tell the story. What is true is that the more refresh you have, the more power you have to influence the story. But that isn't equal to in story power.
Fifteen shifts shouldn't last even a single exchange. Red King + LotON + RC Nobles working together and they can easily throw out enough power to rip down such a ward.
That's if you are assuming that the opposition is always fighting perfectly. I as a GM would let the red court vampires run into the ward for an exchange at first, and once they realize what is going on, they can start working together. So that ward will buy you at least one exchange, which can be plenty.
But
And if you can concede in that manner then you should be able to raise the ward in a similar stretch of time without spending a fate point. Conceding by essentially saying "I'm spending a fate point to throw out a 30+ complexity ward in one to two exchanges" really doesn't seem inline with the game.
This goes back to what Wordmaker said. From the perspective of what the Merlin does, you are right, if I wanted to simulate him throwing up a high power ward out of nowhere, both those accounts would have to be the same. But that's not what I am doing. I am looking at it from a narrative point of view.
If I am able to throw up a high powered ward in the middle of a battle, I can actually turn the tide of that battle. I can catch all the vampires and kill them of one by one, if I make the ward permeable from outside. It's again an "I Win!" button.
As a concession, however, it is the exact opposite. It is a way to deal with the loss of a situation in a way that you don't lose everything. Going into the scene, the intent of the Merlin was to "Get everybody out", while the intent of the vampires was "Kill them all!". Now the Wizards have already had some losses in the fight, and if they don't want to go down in this fight. So they offer a concession, lose only a few more, but in return the rest is safe. When the GM ask the player to describe how this is going to happen, he offers the solution of the big ward, and the GM agrees that is a reasonable solution. Sadly, a good friend of the Merlin is caught outside the ward and he watches in terror, as he is ripped to pieces.
The fact that you can't create enchanted items with standing magical effect is a big one. It's literally impossible under the enchanted item rules to create a magic light bulb that will stay active for weeks straight, despite that requiring far less energy than (say) blowing a car through a skyscraper. One of those can be done under the enchanted item rules, the other can't.
I would probably not raise an eyebrow at an always on magical light bulb. Not any more than I would charge another player something for a flashlight. It's something so mundane, that it doesn't really need anything in terms of refresh or parts there of. That's for things that really have an impact on the story. And the more impact they are supposed to have on the story, the more of your limited resources you should spend. If you want to play a wizard with tons of magical equipment, you'll have to pay for that in refresh. I know, other games don't do that, but as I (and now Wordmaker) said before, this ain't other games.
There was a great post about this sort of thing in the Google+ Group a while back:
https://plus.google.com/108546067488075210468/posts/EDqaCxsjobLYou have the inability to stockpile potions, despite the fact that not being able to do so makes absolutely no sense. You literally have to spend more refresh to stuff an extra vial into your backpack. Under the rules stuffing four extra vials into your back pack is worth as much as inhuman toughness irrc. Please tell me how that makes sense?
Potions are, as Sanctaphrax says, rather short lived. You can be making fresh ones every now and again, but that takes time and effort away from other things, so you can only do that with very few. Those you pay with enchanted item slots.
Though I would always allow you to do a special potion for a special situation, if that is how you want to solve the situation. Harry brewing the blending in potion would be an example of that.
If you want something like that to have a more permanent effect on your character, again: buy it with refresh.
An "always on" protection spell on your duster? Mechanically, get an item of power with inhuman toughness.
Potions that can do all kinds of crazy stuff? Modular abilities is your friend. Combine it with human form, to represent the "I need to drink a potion" part to activate the powers.
You could, make a supernatural stunt that grants you a bonus of +1 to the weapon rating of an attack spell, if you cast that spell after you've been hit and you duster caught it. And there you are covered for your storing kinetic energy from attacks power.
Enchanted items are good for easy, quick stuff. For more complex and more powerful stuff, you can take powers and say they are enchanted items your character made. Much more elegant.