Do you think the choices balance out?
For refference: (As stollen from Sayburr on the Kalamar board.... I think.

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Hero Points:
PC’s are given 2 Hero Points at character creation. These points may be spent on a number of things:
One Hero Point
Add a +4 to any skill check, ability check, attack roll, saving throw, or initiative roll. Up to 5 Hero Points (for a total of + 20 to the roll) may be used on a single die roll.
May be spent to automatically succeed in a stabilizing roll to stop bleeding when between -1 and -10 hit points.
Two Hero Points
Negate the effects of a critical failure, making the roll a normal failure. This option must be chosen after the failure is rolled, but before the effect is described.
May be spent to automatically score maximum damage on a single damage roll. Each die when rolling for damage is considered a single roll, thus, a 6d6 fireball would require spending twelve Hero Points to maximize.
Three Hero Points
Roll two dice for hit points when leveling up. The highest of the two rolls is then used for hit points gained.
Four Hero Points
Gain an addition skill point. This point is spent normally, and may not increase a skill above a character’s normal level limit.
Five Hero Points
Re-roll any roll. Use of this option must be declared before any secondary effects (such as damage) are described.
Gain an additional partial action for one round.
Make a critical threat automatically become a critical hit. This option must be chosen after a threat is scored, but before the critical is rolled.
Ten Hero Points
Force another player or NPC to re-roll any roll.
Twenty Hero Points
Gain a new general feat.
Thirty Hero Points
Increase an attribute by one. This increase adjusts the base attribute, and is not an enhancement bonus.
Earning more Hero Points:
1. 1 Point gained at the end of each session.
2. PC is dropped to below –5 hit point and survives.
3. PC succeeds at a desperate action against great odds.
4. PC defeats an enemy 2 CRs higher than himself in single combat.
5. Exceptional Role-playing.
6. Anything else the DM deems worthy.