2. They're really harsh. Falling 10 feet is more dangerous than having someone firing a rocket launcher at you, as ways and means pointed out. You and I are probably going to get taken out if we take five stress, because we are NPCs and we don't get consequences. And when you scale up to an uber-badass with Fantastic Athletics and Mythic Speed and Toughness, they still get hurt badly if they fall 50 feet. Bear in mind that said character is not in danger when five trained soldiers fire upon them with rocket launchers.
Well...no. Centarion was pretty bang on about how ways and means was wrong about that. Look at it this way--a successful 'hit' with a rocket launcher means you're taking at
least 5 shifts of stress. If you're falling 10 feet, 5 stress is the
most you're going to take.
And to do a little math here, presuming 10 stress boxes, Armor:3, and an effective 9 of Athletics, that means 25 shifts from falling 50 feet is going to end up causing maybe 8 stress worth of consequences, which is hardly insurmountable. And that's assuming they don't make some kind of declaration to boost it or even side-step it. The good thing about falling 50 feet in a game like this is that's a lot of plausible time to declare something like, "I manage to snag an awning and fall into a window instead."
4. They're pointlessly complex. Seriously, why not just say "pick a reasonable-seeming number, weapon 0 attack vs Athletics with accuracy equal to that number". Why all these special rules?
My guess is that falling really isn't something you can dodge or block. Sure, you might get away without a consequence, but being thrown or falling off a lot of height really should have some tangible result to it.
6. The way the book is written, it's almost like they're apologizing for providing those rules. It's as if they were somehow forced to add them.
In a way, I think they were, if only because they realized somewhere along the line someone was going to ask "Well, how do you represent someone falling off a cliff?" And even if they'd prefer that that sorta thing be handled otherwise, they knew there were some people who were going to want to handle it as its own thing.
7. They aren't random enough. Falls do not do any consistent amount of damage, they're basically a crapshoot. Especially once you take into account the importance of what you're falling on. So why do falls do more consistent damage than anything else in the game?
Well, stress is kind of abstract to begin with, and, honestly, gravity is pretty much a reliable constant wherever you go. A lot of the rest of it can be handled via declarations and maneuvers.
I would venture, though, that the rules in the book--if they're going to be used--should only be used for legitimate
falling. If someone throws you, that should count as an attack, and in that case falling 50 feet should only be a Taken Out result. If you're jumping, at the least I would say shave 10 feet off the distance to account for the effort and consideration you'd be taking to make sure it's a safe jump. The 10 feet = 5 stress should only be for legit falls--like if the building collapses from underneath you, or a compel against you being clumsy or something like that.