But the current game has too many aspects for that idea to really work; in essence it's the "free" actions that drive the game, not the Wheel actions, which have to be considered something like the Hand of Fate, rather than a tight constraint (which is what they would be if they were the only actions on offer.)
But you are, within that restriction, free to choose the actions you wish to choose. Consider New England, for example -- the actions are restricted, but because you're bidding for which actions you want, if you don't get to take those actions, it's explicable in terms of bidding.
I don't dispute your analysis at all, and if you say it wouldn't work with one action, I'm sure you're right. I'm simply saying that there's no "Hand of Fate" here -- players choose their actions based on their bids, so you have to bid based on how much you care about which action you choose. And since I assume that all players will want to take all of the actions at some point or another, losing the bid and being "forced" to take a given action may not be a bad thing even a majority of the time.
Obviously, you should go with what works best, just seems like it could streamline the game a bit, but there are no doubt other, "less painful" ways to do that...
-J
Well there's the turn order aspect to consider as well - that's what I think makes the Wheel more interesting than, say, a random card dealt to a player to determine which "forced" action they take. (Indeed, it is quite similar to the New England system now you come to mention it, albeit without the seating order issues.)
All I'm saying is that the current design makes the Wheel a minor component of the game - in essence, the seat order mechanism - when it should be the centrepiece. Restricting the player to a single action from the Wheel would make that possible, but I don't think it works in this game. OTOH I've already started making some notes about how it might work in a completely different game :)