I'm tossing around a rough idea about being able to wait on declaring and rolling but all actions cost the improvise penalty.
If you are just looking to not spend a raise this phase, that's one thing. But if you are dragging your feet on declaring and rolling to start? Yeah, instant –2 die penalty seems reasonable.
About your point 3... If a player is not fighting but waiting to see how things go... when he decides to enter, check who has the most raises then your player could either:
You could have them make a Notice + Wits roll and just 'hold their Raises' until they are ready to go.
In that case, I think his approach is observing, as Harliquinn said. And if he's still undecided come his first action have him declare an opportunity: an exit to allow safely leaving the area.
If you come up with anything good, let me know. My game is more supernaturally as well since we have 2 monster hunters, a Knight of Avalon, a Matushka Touched Ussuran, and a Occult Knowledge Boucher Swordsman.
emailed you a copy of the very rough draft I was working from.
Interestingly, one of the comments I got from a friend was that this edition seemed to be trying much more to be historical, without as much of the weird supernatural stuff. It appears that there is enough of it around to attract the attention of many players.
Gonna GM my first adventure on Sunday. Already have all characters sent to me, and that was huge.
Having finished writing the One-Shot that kickstarts things I decided to open the Heroes sheets and see how many ways they can wreck my plans, but at the same time it feels fantastic, knowing I -can- combine both things. Because that'd make the heroes feel useful and interesting without it feeling like I laid things for them to fill in with their superpowers.
The three most important things I've learned.