I play with a group of fairly experienced players who take joy in role playing - in the Harn campaign that we play alternating with the Dresdenverse there is a cool palidin-ly character that is afraid of the dark, and role playing this well has probably cost him ease and tactics, but it's added to the enjoyment of the game.
That is what one has to do in a game that does not have mechanics that support roleplaying. No need to be a roleplaying martyr in FATE.
For me, using percent (or some form of chance) to determine likelyhood and dice to determine actuality effectively represents the "fun" of not knowing what is going to happen.
Same here.
By making the PC's think about what aspects they use or could use and setting them up (the potential of that use) beforehand, I try to avoid the feel of "oh, that wasn't real/what I wanted/It's sort of a do-over" If I can always find/add/invoke another aspect after the fact, I sacrifice suspension of disbeleif. Of course it also makes the universe less safe. But that makes it more fun/real/scary.
Only if you view the dice roll as the end of the mechanic and not the beginning which it is in FATE based games. There is no "going back" because the roll is not over yet. This problem lies only on how you view the process, and it feels to me that you are using a more "classical" roleplaying game approach.
Also, forcing a player to decide if they want to use fate points beforehand seems that it would disrupt the FATE point economy. I would assume they would be conserving their points until they got a healthy supply and then letting them loose at key points. I guess it could work, but it seems that it might screwup the feel and flow of the game.
NOTE: Sorry to the OP for derailing this topic. I will leave it be.