Okay cool, wanted to make sure i was dealing with the right numbers. so here is how i would suggest breaking it down to discourage abuse.
So here's the breakdown, as far as I recall;
Shift 6 spell declared, well within the range of his conviction (+4) + focus item(s) to control and cast.
The roll nets him +2 for a total of +8
Power 6 Control 8 one mental stress All is well and good.
power increased by three. one mild consequence taken. Power 9 Control 8 Two mental stress
Make sure he is aware that this is an increase to power not control.
Accepted one point of sponsor magic to invoke his high concept. Power 9 Control 10 Two mental stress, one mild consequence.
Sticking to a one sponsor debt per spell will help keep the numbers down.
Used four fate points to tag his own aspects or other available ones in the scene. Power 9 Control 18 Two mental stress, one mild consequence, 4 fate points
Honestly if hes got 4 fate points to burn on this spell i don't see it as a problem, finding aspects to use shouldn't be all that hard. I am curious as to how a caster has that many laying around though, i know i never have more then one.
2 Wool-gathering Maneuvers for the additional +4
So the total ended up at 39.
Took the first free tag of off 2 aspects created in this scene. Power 9 Control 22 Two mental stress, one mild consequence, 4 fate points, two tags previously set up by himself or other pcs.
Little blip on my math, he tagged 2 aspects here not 4, fixed it in the above quote.
So what where looking it is a player who has saved up 4 fate points, either had the time to set up two tags or 2 other players are helping in this spell somehow, and taken a mild consequence.for a power 9 controll 22 attack
Assuming hes fighting a big bad level boss, we'll reduce hit by 8 [its assumed defense roll] bringing us to a power 9 control 14 attack. You mentioned that this attack bypassed the big bads toughness powers so hes only got a 4 box stress track. bringing it down to a four stress hit and 19 more stress to handle. an extreme +8, severe +6, moderate +4, minor +2. brings it down to a 3 stress hit.
If its toughness had counted it wouldn't have taken several of those consequences, [as many as half]
Consequence of this attack are that the player is presumably out of fate points, and out a minor consequence slot. A very easy way to avoid this player one - three shotting your bosses is to give them goons, or even have a five bad band instead of just one major villain.