This took a lot longer than I expected so I'm not doing any others tonight, and I'll probably need to make the next ones shorter/more condensed. But as an example, this is how I would 'fix' the Young Dynast template in Core:
Arrogant Young Master
This Dynast is fresh off secondary school and in the first year of his grand tour. He displays a patronizing curiosity for the foreign and exotic, and expects to get his way in all things. He is confident enough in his power to overlook minor slights as the foolishness of mortals who don't know who they're dealing with, but if pushed will delight in making an example of offenders. He is equivalent in power to a Dragon-Blooded player character at character creation, and weaker than most equivalent Celestials.
Aspect: Fire
Essence: 2; Willpower: 5; Join Battle: 11 dice
Personal: 13; Peripheral: 21 (max 31)
Health Levels: −0×2/−1×3/−2×2/−4×1/Incap.
Actions: Commanding Soldiers: 9 dice; Feats of Strength: 9 dice (may attempt Strength 4 feats); Read Intentions: 8 dice; Resist Poison/Disease: 8 dice; Senses: 11 dice; Social Influence: 11 dice.
Appearance 4, Resolve 5, Guile 4
Combat
Attack (Red Jade Daiklave): 14 dice (Damage 16L/5)
Attack (Grapple): 9 dice (8 dice to control)
Combat Movement: 11 dice
Evasion: 2; Parry: 7
Soak/Hardness: 12/7 (Red Jade Lamellar)
Intimacies
Defining Principle: I am a scion of the Realm, the greatest and only civilization in the world.
Defining Tie: My House (Loyalty)
Major Principle: I am owed respect and obedience by my lessers.
Minor Principle: It is my religious duty to be magnanimous to mortals and show them rightful actions.
Escort
This Dynast is accompanied on his grand tour by a Size 2 battle group of battle-ready troops (Exalted, p.496) and a single lieutenant with the traits of an elite bodyguard (p.497). Their purpose is as much logistical as it is defensive, ensuring the Dynast is kept fed, lodged, and entertained.
Anima
At bonfire, the Dynast's anima inflicts 3 die of withering damage to characters without Hardness in close range. In Crash, this is decisive. As a reminder, Crash also negates Hardness.
Excellency
Bonus Dice: A Dragon-Blood can add +3 dice for 3m to any dice pool in which he has 6+ dice, and +6 dice for 6m to any dice pool in which he has 11+ dice.
Static Values: A Dragon-Blood can increase static values for two motes per +1 bonus, up to +2 for static values 4+ and up to +3 for static values 6+.
Offensive Charms
Stoking Bonfire Style (-): When the Dynast adds bonus dice to an attack roll or his Parry, success discounts further bonus dice by 1m total. Cumulative until missing an attack or failing to Parry.
Crimson Fang Bite (3m, 1wp; Supplemental; Dual; Instant): Add +4 to the raw damage of a withering attack or double 10s on a decisive damage roll.
Demon-Crushing Wolf Bite (4m, 1i; Supplemental; Withering-only, Perilous): Add +4 to the Overwhelming value of a withering attack.
Crossfire Flash (5m; Supplemental; Uniform; Instant): During a clash attack, reroll 2 non-1 failed dice. Rerolled 10s strip successes from the opponent's roll.
Strength of Stone Technique (5m; Simple; One scene): The Dynast adds +1 to his withering damage rolls, Feats of Strength rolls, and to the bonus damage of Crimson Fang Bite.
Defensive Charms
Blinding Spark Distraction (1m, 1i; Reflexive; Uniform, Perilous; Instant): When successfully blocking an attack or winning a clash from close range, opponent must succeed on a (Stamina + Resistance) roll at a difficulty of (2 + successes she missed by) or be blinded until the end of his next turn, suffering a -3 penalty to all actions.
Fearsome Dragon Presence (5m; Reflexive; Perilous; One tick): All attack rolls, rushes, and social influence rolls against the Dynast suffer a -2 penalty unless the affected character spends one Willpower.
Graceful Flowing Defense (2m, 1i; Reflexive; Perilous, Uniform; Instant): Ignore a point of penalty to Parry.
Tide-and-Rock Endurance (6m; Reflexive; Withering-only; Instant): Add +4 soak against a withering attack, plus an additional +1 soak for every 1 on the attack roll.
Flame Warden Stance (3m, 2i; Simple; Perilous; One scene): The Dynast takes a defend other action. It is maintained for the rest of the scene or until his charge moves out of close range. Each time the Dynast parries an attack against his charge, he adds +1 die to his next attack roll, and may spend 4m to respond with a decisive counterattack. Her ward may reflexively attempt a distract gambit before this counterattack.
Mobility Charms
Bellows-Pumping Stride (3m; Supplemental; Instant): Enhance a rush. Roll an additional non-Charm die for every 1 on opponent's opposing roll.
Social Charms
Friend-to-All-Nations Attitude (-): After an hour being exposed to a particular group or culture, the Dynast adds +1 to his Read Intentions and Social Influence rolls against members of that group, and to his Guile against them. This can increase his dice cap.
Loyalty-Reading Meditation (4m; Supplemental; Instant): Intimacies based on emotion penalize Guile against a Read Intention action as they would Resolve. For +1m, 1wp, he adds non-Charm dice equal to the difference between his Appearance and the target's unmodified Guile.
Eternally Argumentative Flame (3m; Reflexive; One turn): Flurry a Social Influence actions with any combat action, waiving flurry penalties.
Unbearable Taunt Technique (2m; Simple; Instant): Make a Social Influence roll against a single character's Resolve. On a success, the target is filled with anger and must react with hostility. He must insult, threaten, or even outright attack the Dynast. In combat, a target must pay one Willpower, two Initiative to do anything other than attack him.
Warfare Charms
Roaring Dragon Officer (5m; Reflexive; Perilous; One turn): The Dynast flurries a command action with a non-attack action, rolling an additional non-Charm die for every 10 on her roll. The battle group adds the same bonus to Willpower rolls to avoid being routed this turn.
Strategy
The Arrogant Young Master is as his name suggests. He will treat any opponent who does not display evidence of being Anathema as beneath him, ordering his guards to stand back and let him deal with them alone. He will not use Charms which cost Willpower nor spend more than 6m per action until an enemy successfully crashes him or inflicts decisive damage.
If he has reason to believe his opponent is superior to him, such as being outnumbered or facing an Anathema, the Dynast will order his escort into battle. He uses Flame Warden Stance and Unbearable Taunt Technique to ward attacks away from his Elite Bodyguard lieutenant while she gives command actions to their troops. Against a Solar or Lunar flaring at bonfire anima, he will attempt to withdraw.
The Arrogant Young Master is prone to using Unbearable Taunt Technique to goad characters into insulting him, providing him an excuse to strike them as punishment for this 'offense.'