I think Fate points should be outside the "modifiable" rules. That is, you cannot have a power that changes, fundamentally, how they're used. In DFRPG, they're more a measure of free will than anything else. So I'd use up all your refresh (spend it on stunts if you run out of powers) and constantly put yourself low on Fate points if you want to be compelled along. If you don't want to be compelled at all, pick aspects which are hard to compel (although, I will say, that goes against the game's primary storytelling mechanic).
Also, to second sinker, Sponsored Magic doesn't work that way. You can have "Channeling: Fate Magic" and work with your DM to define what fate magic is (probably entropy based), but you don't get access to debt (which I personally don't think you'd be able to use if you kept the whole "no fate points for yourself" thing).
Instead of Inhuman Speed, I'd make something more like a stunt. Inhuman Speed makes you fast. It's not just the +1 to Athletics. So make something that gives you +2 to Athletics rolls to defend and which means you cannot be caught by surprise. -2 Refresh would still probably be fair.
On a final note, your power names could be Snappier.