As someone who voted for Cecelyne for the non-wish granting charms, I feel like I should make an effort to discuss the charms and how they can be used in this setting. Before I get into that, my personal view is that you shouldn't provide an option you are unprepared to write for. Mistakes happen however and it is better to have a quest that follows the author's interests than a quest that dies because the author has lost interest.
The most appropriate archetype for SWLIHN/Cecelyne is the crafter or tinker. Cult and specifically Cecelyne's understanding of it, works not on belief but performing the correct ritualized actions. So Cecelyne needs money to pay people to worship her. In the exalted setting this often needs to happen via barter for useful things, but in worm money is fine. Cecelyne provides help with planning and SWLIHN is a natural crafter anyway.
Charms
Transcendent Desert Creature: Survive for longer, particularly in a place of desolation. Be untrackable by mundane means unless you wish to be found (and even magic has problems). Be hard to spot in places of desolation.
This charm tends to picked up in exalted as a dip because it is really useful. In worm, being untrackable and hard to spot certainly has its uses.
Holy Land Infliction: Transform 10 square yards into silver sand, down to the bedrock. Silver sands like many malfean materials have mystical properties that are useful for the creation of artifacts. Inside the area transformed counts as a place of desolation for other effects.
The most obvious place to use this charm is underwater. Any structures or say ships that are resting on the silver sands will slowly sink beneath them. If a large enough section of silver sand is generated then Taylor would always have somewhere she can go to hide. The downside is that it may impact any fishing that is being done.
Dune-Drowned Oasis Ritual (Essence 4): Use Linguistics (and a lot of work and effort) to create a demesne (place of power that generates essence). Can only be used inside land affected by Holy Land Infliction.
This charm can't be taken right now and needs manpower to make use of. It is worth mentioning as a powerful effect that can be useful down the road if Taylor lives that long.
Locust Mana Plague: Create a horde of locusts that immediately die. They can be eaten but have side effects.
The Locusts Must Flow. This isn't really a useful charm in Brockton Bay because food is still relatively plentiful. If someone eats enough of the locusts they will begin to revere the provider of the locusts which might get them praying. It does a bit more with the right wish granting charm (Scoured Perfection of Form).
Hellscy Chakra: Allows the green sun princess to see demons and notice other natives of Malfeas.
This is initially completely useless. Anyone who eats enough locusts will show up, but even then this charm isn't that useful. The main reason to mention it is:
Knowing the Desolate Heart: When attempting to understand an observed targets emotions and Intimacies (what they care about), this charm means you automatically succeed. If you succeeded naturally you also get to know what they consider their greatest failure.
This is an incredibly useful social charm that would help Taylor better understand the people around her.
Demonic Primacy of Essence: Natives of Malfeas with less essence than the infernal get a penalty to resist being convinced of things. Natives with greater essence apply the penalty to the infernal. Applies unnatural mental influence.
The poster charm for Cecelyne being bad. In this setting it only has downsides by quest fiat or a major mistake on Taylor's part. Locust Mana Plague can create natives of Malfeas. Wish granting charms can create natives of Malfeas. There are some other non-Cecelyne charms that work in a similar way. If Taylor decided or was forced to visit Malfeas it would be bad. As long as she stays away and avoids creating or summoning natives more powerful than herself then it has no drawbacks (other than accidentally mastering people).
Anonymity Through Propriety: A powerful stranger effect that causes people to decide that your too powerful and scary to interact with, think or talk about unless you interact with them first. Doesn't work on characters with greater essence.
This is a powerful effect almost as popular as the wish granting charm, but needing Demonic Primacy of Essence often puts people off.
Penitents Like Scattered Grains: Hear prayers directed at the green sun prince. If the one praying does so from a place affected by Holy Land Infliction, then it becomes a method of two-way communication.
Now all that praying Cecelyne needs can be made use of in a practical manner.
Sand-Slip Trick: Double movement speed after all other modifiers. Ignore knockback and knockdown. Only works in a place of physical desolation.
Mostly useless. Combines well with Mother Sea Mastery and Adorjan charms if the sea is desolate enough. In a pinch you could use Holy Land Infliction during a fight to protect yourself from being knocked around.
Stone-Flayer Touch: Attack dematerialized beings or attack materialized beings while dematerialized yourself.
Depending on what counts as dematerialized, can be described as the anti Shadow Stalker charm. The secondary ability of attacking while incorporeal is expensive and not really worthwhile outside of Soul-Sand Devil Shintai (essence 4).
Untouchable Infinitude Reflection: For the rest of the scene, the more you spend willpower to ignore people's words, the more difficult it becomes to make you spend willpower.
Expensive and bad (unless you absolutely must argue with a denizen of Malfeas of higher essence), it is a prerequisite for:
Counter-Pronouncement of Enthymemic Law: Make up a law that prevents you from listening to someone trying to convince you of something or being affected by a shaping attack.
The law prohibits me from being turned to silver as I am too important to be delayed in that fashion. I like the money I would gain from committing crimes with you but the law clearly states that thievery increases disorder and that wastes the time of those in charge, which should be prevented at all costs.
There are more charms, but these are some of the less often mentioned parts of Cecelyne's core charm set.