Those Compels all sound good and fun, but they don't really work as a way to keep overpowered characters in check. Fortunately they don't need to, since Harry and company aren't actually overpowered.
If Harry was in some way broken, the Compels to keep him from owning every fight would just give him an unfairly massive stack of Fate Points. You could "fix" that by making the Compels unreasonably harsh, but then you end up with a character who spends their FP refusing Compels and a game that's not much fun. Compels are not supposed to be bad things to get, and if they are then the game kinda breaks down.
Compels aren't supposed to be bad things, but they are, by nature, a limitation and complication. They do, in fact, represent a bad thing
for the characters, if not for the player. They don't even have to be unreasonably harsh, they just have to make sense. If you have a player who considers complications to their character to always be bad, then there's a problem with the player. And as for that unfairly massive stack of fate points, Harry's the type of character who ends up spending fate points nearly as fast as he earns them. I imagine he doesn't have many more than 3 or 4 at any given time, because he has to spend them to make up for the limitations his compels are generating.
Harry being NOT SO SUBTLE doesn't make him less powerful, mechanically speaking. It just makes him powerful in a different way. Less veils, more FP to spend. And that's a good thing, because it means Harry isn't making an optimization mistake by having that interesting Aspect.
Less veils, more FP to spend, and -- importantly -- creates situations where he simply cannot use his single most powerful asset in fights. You can see, in the fiction, situations where his wizardly aspects are compelled to keep him from simply owning every fight. It's not that he's broken, it's that the mechanisms that exist to keep wizards in check do not translate into numbers in the game system.
Look at the scuffle he has in Heorot -- him not using magic is a compel against the laws and/or his inability to hold back. Otherwise, there wouldn't even have been a fight -- a handful of mortal thugs probably don't have more than a 2 in relevant physical skills if Harry was able to take them hand-to-hand; compare that to Harry's (by then) 4 or 5 in Discipline and what's probably an effective 7 or more in Conviction.
Hell, looking at the books, Jim spends a hell of a lot of time setting up circumstances to prevent Harry from solving the problem by blasting it with fire until it goes away (remembering the Laws when up against a mortal of some kind, facing something that's immune to his magic, having him outright drained of magic for half the book, taking away his fire magic entirely via mental trauma, killing him, depriving him of his foci). And in books like Changes or Skin Game, we see why -- a Harry who has access to all his power and with license to use it is pretty terrifying. And even in those books, he keeps Harry from simply owning the scenario by presenting him with things raw destructive power can't solve.
No, the car goes at an appropriate speed. As long as you don't allow mental evocations or loose interpretations of thaumaturgy, I think magic is fair.
Agreed -- what I'm saying is that the laws and compels are the game's own built-in mechanisms for limiting those things.
When there are real problems, though, plot is a poor way to fix them. Kinda like holding down the brakes while you accelerate because you're in the wrong gear, to continue the metaphor.
Cars don't accelerate because they're in the wrong gear -- you still have to hold the accelerator pedal. So this is sounding more like the driver's error.
I have, in the past, tried using plot to keep mental evocations in check. It was a failure. And I've realized since then that it couldn't have succeeded.
I've had the opposite experience -- the Laws have been more than enough to keep my players from using mental evocations, with one exception when a wizard mind-whammied a fae (the end result of which was, instead of a vanquished enemy, one who was now significantly unhinged with a
major grudge against said wizard, which proved to be all kinds of fun).