Ah, sorry. I'd packed it while rethinking some things.
Can of Whupass
Don't make me open this...
Benefit: At the beginning of your initiative count you may spend an action die to roll a d6. If you spend your last action die activating this ability, you may pick a result instead of rolling.
1: Bull Rush an adjacent opponent
4: Threaten or Tire
6: Standard Attack
You may take the indicated action once during your initiative count as a free action. You gain a +4 bonus on any attack or skill check required as part of this action.
Six Pack of Whupass
...'Cause I've got plenty to go around!
Prerequisite: Can of Whupass
Benefit: You may use your Can of Whupass feat up to 5 times per scene without spending an action die.
By making it a roll table you get some interesting non-optimal-but-still-desirable outcomes and have a lot smaller pool of processes/mechanics the player needs to be familiar with. It's more of a "buy a magic box with a cool thing in it, unwrap it, then figure out what to do with it" instead of shopping
from an enormous list. Shopping mechanics -- any shopping -- turned out to be the utter BANE of SC2.0. Also because it has a character option cost, the player willingly enters the contract, knowing there's a couple actions they'll need to bone up on, as opposed to every player having their action dice looking up at the whispering 'pick me, pick me!"
You could maybe structure a feat as giving you your choice of 5 tricks that you can use for 1 edge (since the feat slot itself is largely worth 3 permanent trick choices). You might also do something where you pick 5 tricks at the beginning of each mission or something similar. Ultimately these are both shopping mechanics, but shop once during level-up or only shop at the beginning of an adventure are way less likely to cause a hard freeze mid-scene as a player is certain there's just the right trick for this moment, if they could remember where they saw it...