No, I've never played. I haven't been able to find anyone near me to play with, and I'm not sure about playing online, because when I can post is pretty erratic. But I think the system's interesting, and also I really need something to remind me that, no, I can't have that phoenix give my character access to its magic right now, she just got two other power-ups.
OK, I think that clarifies things a bit.
It may not be immediately clear from the rules or from checking this forum, but in practice, Dresden RPG is a system of small numbers -- it's a system where a +2 can be a huge difference, and Armor:1 reducing every hit can really add up.
I've been running the game off and on for the last 9 years, and the kind of huge attacks and long, drawn-out battles that would make the kinds of stunts and powers you're looking for necessary almost never happen. Most fights are exchanges of 3- and 4-shift hits back and forth, with maybe only one or two consequences taken before one side or the other decides that taking a Moderate or Severe isn't worth it, and either concedes or is taken out.
So a typical fight for Harry that has him getting knocked around? Might fill his stress boxes, but probably only the bloody nose and black eye are the actual consequences. Then he takes a breather and he's more or less fresh for the next round.
So an extra mild consequence might not seem like much, but it's a much bigger advantage than you might think just by looking at the rules in a vacuum. Having a sharply-limited number of consequences, and having those consequences stick around, raises the stakes of any combat and forces the players and characters to consider things besides just wailing away until someone drops.
It's also a system where the low numbers mean everyone has at least a chance. You don't get to be "untouchable" until you're a Plot Device level character like Mab or The Merlin.
Can someone with a 1 in Weapons beat someone with a 5 in the same skill? It's extremely unlikely, but, just like in real life, that guy with the 1 can get in a lucky roll (say he gets four +'s, and his opponent gets two -'s -- that makes it a 5 shift hit in his favor, just enough to win a fight with a lucky shot) or nudge it with fate points to give himself a fighting chance. That's what keeps things interesting, in my opinion.