I respectfully disagree. While you can and should afford yourself the luxury of not thinking about game balance, doing exactly that is why we pay game designers.
In this case, I am fully aware it is natural to want to present all the available choices to the player. But sometimes good design means hiding choices from the player.
And while I am not sure, I suspect this is one such case. One indicator this might be the case is that the three options are highly abstract (choosing one over the other doesn't make your action look or feel any different). And yet, they yield significantly varied outcomes. And finally, it is very much not apparent to the newcomer to SIFRP's flavor of the dice pool mechanic which one is the best to choose in each circumstance.
Think of it this way: what would be lost if these three choices were replaced with just one (either "add one die, the normal limit of seven doesn't apply" or the straight "add +2 to your result").
Perhaps the answer is... nothing much. Sure, in some circumstances the DP used becomes slightly more or less powerful than otherwise, but how is that bad?
Especially if it makes this part of the game that much easier for the player...
This is how a designer needs to think. Not a gamer.