CTA:
You seem terribly worried about a harpy that hasn't managed to even hit you yet, while you have done a significant amount of damage to her.
Um... Remember, this is Tom the Bast we are talking about: dying is a minor inconvenience for him.
He will spend the remainder of the episode as a spirit, in which form he still gets all his magical abilities, then, at the end of the episode, he will reincarnate, and some two months later he will be back to being a normal PC - with a new character portrait. The only thing I'm worried about is finding a new character portrait: finding a cat working on a laptop is not as easy as it sounds :P
I am just simply trying to address the misconception that Tom is an unstoppable killing machine: statistically, he is only about 10% better than a harpy.
Remember, I invested a DP on the first Turn, and that is where quite a bit of that "significant amount of damage" came from; also, IIRC, I only parried the harpy's attack by the barest of margins, meaning the harpy could actually still hit Tom if you decided to spend his Bad Luck point on this round.
And if the harpy really does do 20 point of base damage, slashing... One hit will take Tom down to 1 Life Point.
CTA:
Tom, you said they nerfed the multiple actions when they created the cinematic rules. Did they do that because people thought the rule gave some characters too much advantage?
Gut feeling? It made White Hats too unbalanced.
If you had DPs to spend, which White Hats got by the dozen, it usually made a lot of sense to attack as much as possible each round, especially if you had managed to win initiative with a lucky roll or a surprise attack.
Each of your opponent's parries would then also penalize any extra attacks they would attempt.
So combat would suddenly be packed with characters attacking 10 times per round, with a DP to back them up.
All White Hats were suddenly Jackie Chan - taking out three opponents before they can retaliate with a flurry of blows.
To avoid this, they decided to simply cap the number of actions per Turn.
However, they still wanted to have Jackie Chan types, because few people are more cinematic than Jackie Chan.... They just did not want to have every single White Hat turn into him at will.
In fact, they didn't want every hero to turn into Jackie Chan at will, either.
The solution they found is the one we have now: focusing on your speed by sacrificing something else. This was refined in GoA to add extra mental actions for high INT, so that characters who rely on mental attacks would have the same chances.
I don't think it's ideal, but it does solve all the problems I highlighted above. There may be better ways, but the fact that the adaptations in GoA focused mostly on tweaking the number and type of actions, rather than introducing a completely different solution, suggests that neither the development team nor the playtesters had found them.