TwoSix
Everyone's literal second-favorite poster
That's a solid point. After all, magic systems in narrative games also tend to be freeform, which means the players have to exert some responsibility over their use. They do, though, also tend to be heavily resource constrained and/or provide a lot of narrative blowback, which is a feature missing from 3e magic. 3e also lacks any thematic constraints on magic, and actually has a lot of base archetypes that would encourage the use of unrestricted magic. (The iconic 3e wizard is a super genius who's often trying to save the world, at least at higher levels. Why wouldn't he use Twinned Celerity if it helps to defeat the big bad?)Which is kind of important in this context. If you used that approach with 3e, it would suggest that a character with access to advanced magic (or any other powerful ability) and partial authority to dictate its use has an obligation to do so in a way that maintains a certain level of balance and narrative cohesion.
Still, that gives me some ideas that 3e could be veered into more nar/indie territory with some house rules. A 3e Dark Sun, for example, could give a lot of narrative consequences to magic use via defiling.