What I would like to see with terrify (and potentially future talents like it) is a choice at the start of the session. A player choice, to accept the conflict and gain access to the talent (after it's been acquired with xp of course), or the choice to not accept the conflict, and they are not able to use the talent. If you really wanted to push this choice further, you could require a destiny point to be spent (though I really think this is unnecessary, as wasted xp should be burden enough). Leave it up to the player to decide if 1 conflict is a big deal, just like every other method of accruing conflict is within the players control.
This way, it doesn't punish a player 6 months down the way for taking a talent when it fit their concept before, and doesn't anymore. It's more akin to choosing not to use the dark side to fuel force powers.
It also bypasses the need for house rules to deal with the majority of the perceived unfairness.
I'm all for the change in the beta, except for it's permanence. And that permanence is in stark contrast to every other aspect of the morality mechanic and all the other potential dark powers out there.