You're basically trying to impose a rule that bans a very popular type of user of summons because you just don't like that the main character is the weaker one of the pair. this fixes nothing and just makes characters pay more for a freaking weakness, and mechanics to make it worse. /Side kicks are already limited to that because they stick around, there's no reason a temporary, only really called upon to fight, character needs that. It also does nothing to fix the issues that would come from general or broad powerful summons, again like in those examples of very common summoning archetypes.
But my line is while there's a few valid reasons for the strength and wind blast to be in the array, I would veto accuracy on appearing on both in the same array as twisting the flavor to justify the mechanics, and for me twisting it until it breaks.
Thing is, I would have no problem adjudicating these independently, purely due to concept and descriptors. "Yes, you can apply Accurate to powers in your Wind Faerie array. No, the way you told me your Chi powers work, the "life-seeking" accuracy of your Chi Blast can't be shared with your Chi-Boosted Muscle Growth (Enhanced Strength)... attack skill with that should be separate."
And to my mind, it would be the Chi array that would be the weird one in that it requires an exception. Of course, I can only imagine such an array would be exceedingly rare, and if one did crop up, then if the player wanted to tweak the concept so it made sense for the Accurate to be shared, that would be fine.
I just don't see the need for a line that would require both characters to have the same ruling on it either way. *shrug*
Looking back at where the accurate discussion has steered lately I've noticed something. No mechanical changes have come up; the discussion on accurate has come down to our preferences for its application. At this point I'd like to agree to disagree, drop it, and focus back on stuff that could be mechanically changed.
So earlier I'd noticed that there were a number of suggestions for how healing should work differently from its current form. Sadly still busy so I'm just going to post some of the proposals I remember off the top of my head and do a quick pro/con for them. If you guys could do the same for the proposals I don't grab, or for different proposals entirely, it'd help out a lot.
- Healing as a retroactive counter
- Pros: Would make the DC represent the intensity of the last attack received.
- Cons: Potentially a lot more book-keeping from the GM or Player; the potential to heal more than one condition at once becomes significantly lessened.
- Scaling DC
- Pros: Would represent the difficulty of healing cumulative injuries.
- Cons: Will need to figure out by how much a condition increases the difficulty by and determine if it's still a reasonable difficulty.
- 1-minute time-out on success at reduced cost
- Pros: Prevents it from being spammed; same price as the base healing power with a limit.
- Cons: Not a lot of appeal for a power that can't be used more than once-per-minute-per-target. DC may still be too easy.