For a good
Die Hard GM, the amount of players involved won't change the outcome. Half of GMing is about cheating, in the players favor, while letting the players think they fought tooth and nail to get where they did. Some GMs will call it something more subtle like fudging or upholding story integrity or some such, but it's really just cheating when you get down to it. The only issue that occurs is when the GM is cheating against the character constantly rather than cheating for them.
I like ordeals to be done (usually) off screen just to avoid the rest of the group getting bored, but I try to make sure they remain an integral part of the characters development and that the actions taken during the ordeal do come around in game.
The 1 PP instead of a metamagic is a huge boost to adepts. It really helps them get where they need to be balancewise. I usually use it, but if I'm playing with a new group, I modify it to be 1PP instead of a metamagic on every other initiation. Otherwise, newer players tend to not even bother reading the metamagics and some can be quite useful for their builds.