And when I let players in my game create PCs who are forty-foot oni and hundred-year-old ishiken with Void 15, maybe the TNs and Raises required to cleave the Kaiu Wall at a blow--without some kind of multi-session plot buildup and the full connivance of the GM and the rest of the party--will be attainable for them.
Or we'll just go play Exalted, which is better at that sort of thing.
Until then, usually when we gather round to play L5R we're looking for samurai drama in a setting that's medium-high-fantasy but in which most of the characters are generally Badass Normals (to slightly misappropriate the TVtropes term). So when talking about social mechanics it's going to make a lot more sense to start from that baseline, not build around "1 person in 100 years" examples or things so complex/ambitious they ought to be the focus of a campaign arc.
Back to the actual topic, Yandia, I agree it'd be fun to have some optional rules for Getting Stuff for gifts and exchanges as a courtier, or crafting as an artisan. The Doji Courtier techniques are more concrete than some, in a way, but the fact that you're never quite sure what a normal character should have to go through to achieve a similar effect doesn't do them any favors . Similarly, I've played a Kakita Artisan and it was certainly fun--I'd like to revisit the school as more of a clever bastard next time--but it was never really clear to me how those techniques interacted with creating a permanent piece of art. (Crafting rules in 4E are pretty minimal, but honestly that's still preferable to the complex and often nonsensical rules from 3E. If you're never going to rationalize your item price list, don't turn around and base a rules subsystem on item cost! Hey, come to think of it, perhaps FFG will be the Chosen Ones who finally throw that moldy thing out. And maybe make it 10 bu to the koku while they're at it....)
That highlighted part is what I keep going back to -- there are all these Techniqes for Courtiers that seem to exist in a vacuum.