7 6 Gating

Every power (and presumably skill or technique) allows for all uses as soon as you take it. Potentially.

However, all skill uses fall under one of four categories:

The key will be that it isn't just about DC; something about the check is actually harder, regardless of DC. One possibility:

It is possible to improve a skill or power such that you are an "expert" or "master".

This should help balance the "jack-of-all-trades" against the "master of few", giving the latter something to spend BP on in later levels besides acquiring new skills and powers they don't actually want.

Feats

Reimagining feats. Basic idea is that they always cost more than 1 BP, and are thus more rare, but are also correspondingly more powerful.

Some ideas:

The pattern should be clear: feats are convenient, they tend to simplify otherwise complex uses of skills and resources, and they are expensive enough that you'll likely only take the ones you really care about. Truly essential abilities like Power Attack and Cleave should not be feats, but should be wrapped up in skills and techniques. Feats are totally optional and significantly powerful. And they make an excellent sink for BP at high levels.

Putting it all together

Let's try an example with the Empathy power (Mentalism school, Telepathy discipline).

;Proficient uses:

;Expert uses:

;Master uses:

;Rules: