I don't quite see the point, as even regular qualities can be quite double-edged swords – see Magic Resistance – and those subject to GM approval as well.
The point is that if you're going to allow it, then bitch about it, it's your fault as the GM. Not the player's, not the quality's.
Astral Hazing is a big negative. The simple fact that you won't benefit much from healing magic, alone, is significant. That you get a notable benefit out of it as well is a moot point; several negative qualities give boons (right off the top of my head there's In Debt, Day Job, and certain Mysterious Implants). But if you don't play up the negatives of a negative quality (such as not bothering to have the people you're In Debt to come looking for the money, or not having a Day Job interfere with your life in the shadows), why are you even allowing it as a negative quality?
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It's nothing special about metagenetic qualities.
In the case of Astral Hazing it is, because it comes with the hassle of being a changeling. That would be part of the "if you don't play up the negatives" clause. Again: If you're allowing players to take metagenic qualities and just treating them as normal, regular people with any other quality, you're failing to do your job as the GM. Because they're not normal, regular people. They're SURGE freaks, one way or another. The individual benefits/hindrances of each quality is only a part of the overall package of being one.
