pawsplay
Hero
Heroism is taking a chance, knowing the consequences of failure are dire. If your daily always works, you might as well call it "Kill The Big Bad" and be done with it.
Unless, of course, you accept the premise that heroes win because they are on the side of right and evil never prospers, or that the deck should be tilted in favor of the protagonists, etc. etc.
It is acceptable to not have these powers. It is acceptable to have this powers and view the game as an action movie or graphic novel.
What is dissonant to me is that these special moves are supposed to represent cool moments, or at least potentially cool moments, but are treated in the game instead as a special kind of ammunition. Instead of the Rule of Cool, you have, basically, a limited number of Turbo Attacks.
Certainly, players can avoid metagaming. But I think it's better design if the metagame and the in-game context generally point to the same choice being appropriate. If you accept that characters sometimes just go for the awesome and miss, however anticlimactic that may be, then you are setting aside certain aspects of genre emulation.
If special moves are just a power up attack... well, I think that's basically what they are, and that's one of the aesthetics I don't like about 4e.
Torg used to have a card in the Drama Deck called something like Heroic Martyrdom. You could play it, and succeed at any one task, killing your character. Now that was pretty awesome.