This is how we're getting away with casting magick all the damn time right? I admit to sometimes being confused as to why sometimes we roll Enlightenment and sometimes not. I mean, if we just shot a dude, we could do that without making it a Forces effect (mechanically. Metaphysically it's still Forces, but we don't roll Enlightenment), but if we used a Forces effect we'd have shot the dude really well, right? Meanwhile, what's the difference between calling in a drone strike with or without the magick in terms of what happens? Is it just harder to not get hit by/screw with the missile?
Basically, the way I tend to mentally track it is that bringing in Enlightenment allows you to fudge stuff more. If you want to have a drone shoot a Hellfire missile at someone, you need to actually have a drone on station, loaded with Hellfire missiles, and you need to explicitly set it up in game beforehand. If Enlightenment is in use, you just announce beforehand "Jamelia told Henriette to make sure there's some microdrones on station in case of trouble" and that lets you pull out drone-related magic until a) 'Drones did it' starts to become Improbable, or b) someone plays silly buggers and shoots down all your drones, depriving you of your focus.
In essence, although
in universe your Technocrat made sure the missile was on station and prepared all along, that was because they have Genius which allows them to be more brilliant than any normal human and so Henriette made sure to make sure there were incendiary missiles onboard. OOC, it resembles a metagame mechanic, because it "retcons" that the drones were specifically loaded with a type of missiles and so on.
The other case, of course, is that spheres allow you to enforce genre. Jamelia in particular tends to use them like that, because she's a superspy whose paradigm is a lot of "Lol I'm better than you, you could be this good but you're not", which means she spends a lot of time doing things like precisely shooting cars in the engine block and wrecking the engine with Entropy 3, Matter 2 because she emptied a clip into it and hit something important which caused the entire complicated system to fall apart. That's an Entropy roll, but it's enhanced by her Dex + Firearms, and it's basically making sure the engine actually gets wrecked rather than hoping she actually hit something. Also, remember, it's a lot easier to set a car's fuel tank on fire with Forces 2, than it is to make it explode outright with Forces 3. Set the tank on fire first,
then next action make the explosion roll. Chaining magic together is a very, very powerful tool - make your effect the focus for the next effect.
(Of course, if your Enlightenment roll isn't enhanced by a mundane skill, you're not being a very good Technocrat. That's another way we manage as a group to throw out fast magic all the time - because we play the 'wrap your magic in a mundane skill' rule to the
hilt, in a way that the Technoparadigm lets you do. Literally, because the Consensus is on your side, you're a more powerful mage as well as getting less Paradox, because the Consensus is giving you free dice and telling you, 'Yes, Rose, because you're a very good doctor, you can save that man's life with just a handkerchief, some chewing gum, and a bottle of spirits".)