Thank you.
I've had that control suggested twice, and I didn't even think of those in the jam beforehand. My first thought of creating the controls was centering it around the WASD controls, so the player can reach easily to them. But all of you say it seems that it feels unnatural and weird, that's understandable. :D
My idea was that each power gives its own disadvantage, hence being able to reactivate them upon deactivation. similar to an RPG system where each item has its own disadvantage and advantage. But I'm afraid the scope's too big to fit on a 48 hours jam, so the idea of giving up the sins where the player deactivates them is actually pretty good, just gotta think of a limitation before the game locks the card in the state of deactivation.
Thank you! I'm glad my game was fun to play :D