So the consensus seems to be Check Required as it is now isn't worth a Flaw. I agree.
It's been said that it's better to use Unreliable. That got me thinking: Is there a way to make the two different but have the same value as Flaws?
Here's my new idea:
Check Required works as before. BUT if you succeed on the AND roll 10 or less on the die some other Flaw happens: the power becomes Distracting, the user suffers a Side-Effect, the Action shoots up or the Duration shoots down. Maybe even an Extra gets lopped off. (All detrimental effects must, of course, be approved or imposed by the GM.) This effect lasts until the next successful check of 11+ on the die (up to 1 round in the case of Instant effects).
Thematically this represents that if you have to make a check you still have some flaws in your technique no matter how high a skill bonus.
Mechanically it offers an alternative to the all-or-nothing aspect of Unreliable: a high enough skill bonus and the power will work, BUT 10- is still doing something to you worthy of a Flaw.

