It's hard to tell from simply glancing at the rules, but I would guess a lot of the imbalances and such come from the fact that powers are rather arbitrary in how much energy they use and can be completely OP at times, forcing the GM to create horrifically powerful monsters which no one can beat as a counter?
Pretty much, yeah. Also, noncombat challenges aren't challenging due to other powers. (Such as the characters with vaguely-defined creation powers.)
Chunky salsa is a cool way to do damage in my opinion.
Not sure why though.
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Well, whyever it is, I agree.
Alright sounds like a bad case of dragon ball z syndrome. Somewhat inevitable in high power, long running games but here's what I'd do to reign it in.
1. If them using their powers to easily bypass mundane non-combat challenges is a problem, then take the powers away. There are a variety of ways to do that, the simplest of which is just saying "Nah bro, thats unbalanced, knock that shit off." Alternatively give them some reason not to want to use their powers. It's magical girl shit right? Big aspect of those shows is the fact that they often have to maintain an ordinary social or school/family life while keeping their powers a secret. So make it that, in order to use their powers, they have to be very obviously transformed or that their use is extremely obvious in some other way. Make being seen using powers VERY bad for them, either in character or for the player by having their spirit effect their magic power, so becoming depressed from being socially ostracized as a magic weirdo would ruin their capacity to fight. Alternatively alternatively, make it so that they can only transform/use their powers when allowed to by an outside force. The generic "Cute animal sidekick that gave them the powers" sorta thing you see in all of those shows. Maybe he has to be around for them to do it. Because then you basically have a choke chain to pull if they're getting out of hand. Alternatively alternatively alternatively, create situations where their powers wouldn't help. A situation where they can't magic their way out.
2.Now, the powers. These are the steps I would take. First, Scale back and narrow focus. I saw someone in that list that could turn drawings into living 3d things. That power right there? TREMENDOUSLY OP in the right hands. You don't even have to think about it very hard. So the first thing ya do is you force limits onto how it can be used. For instance, maybe force it so that the character as what amounts to a magic pen and drawing pad. The drawings only come to life when those specific items are used. And make drawing take a reasonable amount of time. Should take them at least a couple minutes to draw something, It shouldn't just be "I draw a tiger and use it to attack!" that shit should take a while. Force them to plan ahead and then do things they don't plan for. Give them Hard, Specific limits to how their powers work. The more broad and potentially op the power, the more limiting factors you need to attach to it.
Second, set up a preplanned power scale by which you can judge their magic actions and take away mana based on it. In Apotheosis I have a "force" chart which sets out the different level of power. Of course my system actually runs in reverse. You simply pay mana into an action and the mana is then rolled to see how much it effects the action. Ie, mana usage determines action force, rather then action force determining mana use. But the principle is the same. You set up a table with levels of energy which should be expended depending on the "difficulty" of the action and then use that table to determine mana usage. If I were you I'd set it up via the degree to which it effects the world/the amount of force it produces/ matter it creates. Ie, a power that creates one, normal metal sword is fairly low energy use. But creating 20 adamantium swords should be herculean levels of effort.
Do these suggestions make sense to you?