For the record, I am not actively looking for responses with the following posts (though I love feedback). I am simply getting these idea's down before I forget them. I have found RPG Lab to be excellent for this purpose.
Charge Tokens
Charge Tokens are gained by performing the Charge Action. Replace the standard Charge and Blast Actions presented in the MACE rules with the below Actions. Whenever a Player discards cards due to Damage, they must remove one Charge Token (if they have any).
Charge
Spend one Action to gain one Charge Token.
Blast - Clubs
Spend one Charge Token in order to use Blast. Choose one Fighter within a number of hexes equal to the CV of the card played. That Fighter takes Damage equal to the CV of the card used for Blast. A player cannot use Blast if their Fighter is within an opponents Reach.
What is going on?
I have had a couple of posts trying to nut out how Charging cards can be balanced. By itself, the current model is fine. However, playing a card face down did not mesh well with Fighter Cards and the new Counter system (coming next post). It also caused minor problems with discarding order and charging cards of other Suites.
Little did I realise that there was a simple solution. By replacing the "Charge" with a Token instead of a face down card, it simplified and sped up play. It also made way for extra innovations in regards to Fighter Creation and Fighter Cards (which might get replaced with the term Custom Move).
If you don't know what MACE is, click here.

Charge Updated (again)
I know, I am missing in action more and more, but I have been working overtime a lot recently (plus a baby). However, I did fit in another playtest, which resulted in the below addition to the Charge rule.
Before, during a players Turn, they could perform one Action and one Momentum Boost. A Charge counted as an Action, meaning a player was forced to spend two Turns to perform the Blast. While it was important to balance Blast against Strike, this now seems like too much of a disadvantage.
Now, a Charge can be performed in place of your Action OR your Momentum Boost. This means a player can, in their Turn, discard to Charge a Token, then Blast an opponent in the same Turn! This had an interesting side effect in that it also made Dodge more vital for Blasting characters, because they can still move with a succesful Dodge, then repeat the Blast in their own Turn (otherwise they would have to Momentum Boost and Charge, then Blast next Turn).
This is coming together even better. Next, I will post the test Fighter Creation rules (more structured than the other ones). Feel free to comment.
http://www.1km1kt.net/Aaron-White.htm