Interesting! That's one of the reasons I appreciate the game so much. The first game I can think of where I experienced this sort of thing was Capes. A conflict is a conflict, regardless of the scope. So, a conflict where Peter Parker is getting bullied is just as mechanically significant as a conflict where Galactus is trying to eat the Earth. Given the source material, this totally made sense to me and was one of the draws.
In this case, given the source material (though I'm admittedly unfamiliar with most of it) it seems totally reasonable that a god seeking to raze a kingdom would be as significant mechanically as a midwife giving birth to a child. It gives these things equal weight in the narrative and prevents one from overshadowing the other where they have to share space. In games I've run, we've had spirits of winter and ice sharing the screen with scummy cutthroats and the mechanics have given the latter something akin to narrative breathing room.
Though it sounds like you're dissatisfied that it leaves so much of this up to the group to adjudicate? And it sounds like you've thought this through pretty thoroughly and made up your mind, though, so my thoughts on it might be redundant at this point.