So on a more general topic of 'Exalted' vs 'Exalted in practice'-
I was mulling over one of my character's core narrative (the kind of stuff I wanted to do with their character, the gameplay and narrative notes), and in general, I had a brainwave: Exalted the setting wants Specific Solutions to problems, because Specific-ness implies 'lack of ability to account for all angles'
Players however- desperately strive for 'All-comer' solutions, because psychologically, we are conditioned to believe anything recognized as a solvable problem is between us and 'having fun'. This is by and large why we tend to prioritize 'kill the enemy now' instead of leaving him alive to run, and there's very little organic support for recurring antagonists.
Trying a Craft example here- setting aside the rules, let's just look at the setting impact. We have an Exalt engineer, not a fighter or warrior, just a guy who's job in a big city is solving practical problems with Exalted awesomeness. He's contracted to design ships for a specific purpose, handling the conditions of the river and local trade routes.
The game/setting wants that Specific solution. Players tend to go "I'm going to make it this amazing, all-comers impossible-to-interact-with supership!"
Now, you can totally have consequences of the super-ship, but most people don't THINK of them, but more importantly, what I want to emphasize is that player-groups who want all-comer solutions tend to believe that 'fun' is when the game is not distracting them from something else. "I don't want to worry about this anymore. I want it to be Done. I want to Move On."
Thoughts?