Re: Real Costs for spells and how you handle them?
This question has been weighing on me as well. I've been playing a fantasy campaign using the 5th edition Turakian Age magic system (divide by 3)... and it seems to work to an extent. But, the only non-spellcaster in the group (a rogue) feels way underpowered... and in practice, is underpowered. I made up for this by allowing her to find a relatively powerful magic sword to compensate and making sure that there are situations where she can shine (traps, locks, stealing, etc.)... but this seems like a temporary fix.
I've looked into the 4E D&D system ( ... I know, blasphemy) for some possible ideas. (Don't worry, Hero System is sooooo much better than D&D, IMO, I'm not switching sides)... But, I like how in 4E D&D, the martial characters have ways to make them something other than sword swinging 2dk meat-shields. Some one above mentioned allowing the martial characters to have Multipowers and such like the spellcasters... drains, entangles, etc. I like this idea.
It's all about balancing issues while keeping the flexibility of the Hero System. I'm thinking of going to a VPP but only for spells that the spellcaster has familiarity (1 pt.) Casting spells on the fly might not be impossible, but it would be more difficult and/or cost extra time and energy (END).
If I remember, Killershrike had a ton of magic systems on his website that you may get some ideas from, but none of them seemed exactly what I wanted. I was thinking of a relatively low magic setting in mind... like a Kingdoms of Kalamar conversion, but this may be more in how common it is... players would obviously be the exception.