@Aleph and
@TenfoldShields - this 'asshole tax' and lack of engagement is what I mean by 'lack of wiggle room' or play in the presentation of the mechanic.
Now, strictly speaking I agree that it
should be a quandary- those kinds of things make for interesting characterization points, but the game has to sell the player on the idea that those kinds of quandary are worth engaging. If you approach Exalted primarily as a
game, where morality and ethics are an optimization problem, you run into the issue that yes, Soulsteel is Best but Worst.
Now, once soulsteel is made, there's no real way to get the souls out. They're in there, forever, screaming. You didn't put them in there, you just stole the ingots from some ghost-smelter. Is that moral or ethical? That's an exercise best left to the player.
Speaking for myself, I have a similar problem with the 'asshole tax' and demonology, where numerous demons are written with an eye towards being classical 'corrupt the mortals evil incarnate beings' or fundamentally broken and disruptive. See Anhules, which canonically are made from a child's skull- when they're born, they speak with that child's voice and want to meet their parents and hug them (kill them).
This is... just faceplam worthy. Demons should in broader strokes be weird and reflect their weirdness on the sorcerer-players. Yes there should be vile, grotesque and darkly themed demons, but that should not be the 'balancing point' on which you govern utility at a design level. More specifically,
some demons can be morally and ethically vile to summon or employ, just like some magical materials can be morally vile to create or use.
The reconciliation is the two extremes- why should Soulsteel be 'more evil' than 'demonology/specific demon'? It probably
shouldn't, but the fundamental quandary should endure noentheless.