disagree, this ability synergises with my playstyle very well. after i spam my fireballs to get up to near max overcharge, i have the option to wade into heavy elite melee fighting, just blocking many overhead strikes instead of getting my shields totally eradicated in one heavy hit, making me open to attack. it goes along very well with the mace because it’s way faster to block an attack and continue attacking away at the elite’s heads. when crap hits the fan, having the ability to have reduced block cost is a party saver because it just gives you more time to get to a better position. staying at high overcharge does give you better kill times on things you are hitting, you may not see the difference but i do, especially when trying to play whack-a-mole with chaos warrior heads. it’s not recommended to stay at high overcharge of course, but on the unchained, it offers options which i have incorporated into my playstyle.
as an example, say you are firing madly into a horde and 3 stormvermin pop up. at high overcharge i’ll whip out my mace, block all 3 overheads at the same time lowering overcharge too, and pound on their heads. without lowered block cost, it gets dangerous, and i’ll be forced to resort to less efficient ways of killing them. there are many ways to skin a cat, it’s just how you use the tools at your disposal. blazing sinews is awesome for me.
you also mentioned taking a single power-attack will make her hit max overcharge. in that scenario most dps characters would have flat out died. the mistake is transferred to heat, which can be managed. don’t know about you but i find that awesome.
the playstyle you are describing btw fits more towards pyro/bw.