Lenglon, isn't that called the 'intuition' skill?
Anyway, I'm fine with the motion detector, was mostly describing how it works so it can fail or be bypassed under circumstances that don't require changing the world.
Oh, and I wrote more stuff for it a couple of posts above.
I also thought that defensive automanips worked by essentially projecting a field of 'there is zero force being applied to this area' or 'the temperature of this area is X' and so forth, pre-empting crude amp attacks and such. You don't detect the force and then counter it, you are already being affected by zero force. That would work a lot better, be more reliable, and make sense. I didn't think amps give warning before the target is hit, and that's the reason why they don't have saves built into them.
This is a bit harsh, but what you're asking for a blanket of multiple saves against everything space-magic related forever, with no ammo, that never fails, and doesn't have any drawbacks.
If all you wanted was an automatic intuition counter against every use of space magic against you, that's a hugely powerful ability. In your case, it sounds like you want automatic fives, or something that runs on the skill of your choice, (exo) rather than one that's less than convienent, and doesn't require you to even declare it like a normal int counter.
That would let you single-handedly tank a magic threat to yourself and anyone else around you, indefinitely, with no ammo limitations, and for a low, low cost.
That should be vetoed.