Re: Aid...still broken?
Not necessarily. It really depends a lot on both character concept and even to a degree, Genre.
First, in either a low point or Low Fantasy game, the benefits of a carefully designed AID is going to be very in-genre.
Inner Will 1d6 AID STR, Delayed Rate of Return (1 Minute; +1/4), Ranged (+1/2) (17 Active Points); Requires a Sorcery Roll (-1/2), Costs Endurance to Activate (-1/4), IIF (-1/4). Total Cost: 9 points.
This is an incredibly powerful, and flexible spell. In combat, the wizard stays back and gives small boosts to the people in battle who need it. A good roll improves the target by a DC and 1 PD. An okay roll could allow a warrior to use a 1 1/2-handed weapon with two hands and get an extra DC. Out of combat, the wizard can cast it on each of his party members to improve their lifting abilities by 50-100 kg allowing them to work together to move a heavy boulder or raise a portcullis.
Also, it really depends on character concept. I had a villain team that consisted of five members. The fifth member was rarely present and if he was, he simply stood back and watched. But what wasn't known to the players is that his super power was that he held an Mind Link with everyone on his team and if he held a gemstone he could use a ranged AID on any one target he could see. He might have had two rubies and boosted the STR of two different members or he might have held a diamond and an emerald and raised CON and BODY of two members.