I really dont agree, and too many dissosociated mechanics in a game is a game killer for me.
Well, all I can say is that a) I would caution you against assuming that narrative rules are "disassociated mechanics" in the game, since the final design has not been placed in front of anyone, and b) that Spycraft has LONG since failed that test, since we have always, in every single edition, had abilities that trigger "1/session," "1/combat," "1/scene," and "If you spend an action die" (in itself an artificially limited resource).
If the thought of these sorts of tools in the game lead you to think the game's not for you, that's OK. They are legacy tools in our game, and will continue to be. We like where the game is going, and we hope that you will too, once you see the final product.