Hi,
It's taste, then. I'm sure you do not stand alone in your preference but I stand elsewhere.
As I've said before (and will say again...), I don't like botches or fumbles in most circumstances. I do think they have a place in some games, like Paranoia or Warhammer (40 and Fantasy), where fumbles really make the point that things suck in the setting. You can't trust your experimental blaster (well, in a sense you can trust it), you can't trust magic, you can't trust your friends. No one really understands anything. Gonzo fumble and critical tables help a lot here.
Part of the fun of a high-powered game, which AM can be, is getting to use that power. In my opinion, a high powered game tends to be less about "can I do it" but "do I really want to do it" and "how do I want to do it?"
So yeah, if I'm playing a Flambeau, I want to burn things. With fire. FIRE! I suppose lightning is ok too. And I think the game should encourage this.
I think it's more interesting to explore "you burned down the county and now everyone is afraid of you, even your beloved Mathilda, but it was so easy, think what else you can accomplish" than "am I willing to cast the spell and risk rolling 6 botch dice and something random happening?" Unless, of course, the campaign and characters are so dead boring, that playing Russian roulette with a character is more interesting.
But that's me and my pedestrian tastes!
I think there's more of a place in AM for botches and fumbles when trying to push the boundaries of what is considered possible, such as testing the bounds of a Lesser Limit (or Greater, I guess) or Hermetic Magic, or trying to do something unskilled (what does this button do?). Also when things go badly in a natural way, perhaps represented by a roll failing by some margin.
I also suspect that you adore stress dice, although I think it's an idea whose time has passed, at least as implemented. An exponentially increasing die roll is simply a mistake. I think I'd prefer something like "Roll a d12. On 1-9, add the number to your total and stop. On a 10, add 0 to your total and stop. On an 11, subtract 10 from your total and roll again. On a 12, add 10 to your total and roll again." Especially combined with options to not have to roll the die at all.
Again, a matter of taste.
Anyway,
Ken