Here a few more rulings I've made for my game, specifically on new Power-Ups.
I wrote or helped write a lot of the Power-Ups but they don't all fit the flavor of the game I'm running. Others I thought would be fun to tweak.
Wizard Hunter: This advantage from Pyramid 3/61 is available in my games, but you must float your skill to the lower of Perception or Dexterity to take advantage of it during an attack.
Notes: This is to add some depth to the ability. The "lower of" aspect is to prevent a DX 15, Per 20 Scout from having a better chance to hit through a Missile Shield than someone without one.
And to answer one of my player's questions - no, this does not affect most Blocking spells. It would bypass Iron Arm just like a meteoric weapon would, but similarly it wouldn't bypass Phase or Blink. The wizard still gets to defend if you bypass a defense such as Missile Shield or Force Dome. Wizards aren't stupid, they know this exists, and they don't need to know you know it to assume that some people do and act accordingly. Those who use Iron Arm to defend should know better.
Unarmed Master: I have a genre switch already in my games that means that martial artists don't need this to prevent themselves from getting hurt when attacking or parried. But despite that, this advantage's cost is unchanged. The benefit of this advantage in my game is the stackable striker. Striker + claws + Seven Secret Kicks/Fists of Power + Karate damage bonuses = awesome.
Mifter Teeth - This is available, but you can't double-draw arrows this way, so you're limiting yourself to single shots.
Notes: I think that makes this less of a no-brainer and more of a "do I want more defense or more offense?" But yeah, silly as this one is, if you really want to shoot bows with your teeth, go for it. Don't critically miss and roll "hit yourself."