Except for the fact we are still limiting this via other resources outside of that context where, judging by the use of a Willpower cost, you are expected to theoretically tank up to 10 nukes before dying outright. If cinematic was ever the goal here, and not some selectively-applied standard to justify dumb mechanics decisions, it'd be used consistently throughout and in a logical way rather than dumped on a single subset of Charms in the attempt to make it sound like something other than an arbitrary decision to give Melee a damage-die reduction effect outside of Resistence.Imitative represents the amount of control the character has over the fight not mystical energy gained from hitting opponents if they aren't currently in a fight the entire concept is inapplicable and it makes sense to assume that the lack of an opponent is the same as having as much initiative as they need as there is nothing to contest their control.
Except firstly, "the way this Charm is used, and what makes it shut off" is not a strategy, its just what the effects of a single Charm are, and a single Charm does not a strategy make. Secondly, those are Use conditionals which lock out available options, which is a Passive thing that demands overhead by the player to manually track, and is not a part of active gameplay. The gameplay end of Charms is actually using your tools to create strategies by informing and altering the game-state around you with them, not ignoring something happening (which is actually Denying changes in the game-state) and then having to break out a spreadsheet to determine your ongoing penalties (which effect no one else but you, again not changing the game-state). Having them be so wildly different from eachother when the end-result is the same only works in practice to create make-work for the player as they avoid having any impact on the Combat around them, and instead get sucked into a minigame of internal-character-management hell.Having separate limitations for different perfects provides variety to the strategy. HGD allows you to tank hits when you are doing well in the fight however doing so makes you sacrifice some of your control, but if you are on the ropes it sucks and you get overwhelmed. SSE allows you to use it whenever needed but only so often. In both cases it prevents you from using it on a whim and suggests different strategies to combat.
Micromanaging which options are available to you doesn't apply anywhere here because by dint of not having access to them, those options do about as much to inform a game-state as not actually having them on your sheet at all.