In Marvel Heroic Roleplaying, players construct their dice pools for an action by claiming any and all dice off their character sheet they can justify, one from each category. One of such categories is called Specialties, and it represents very broad skillsets the characters might have. Two examples of Specialties of particular interest to me right now are Combat and Tech. Iron Man has the latter, but not the former.
Superheroes do many fantastic things, but chief among them is undoubtedly fighting. Which means that when it comes to fighting, characters without Combat Specialty are at a disadvantage, as they can't add that extra die to their pool. Or can they? It is trivial for a player to spout technobabble, describing various useful gadgets with which Tony Stark's armour is brimming, to try and justify adding Tech Specialty to the dice pool. Targeting systems, smart bombs, nanobots (ooooh), EMP blasts, etc. He built them, they are technology, shouldn't he get to use the die?
On the one hand, this enhances the description of Iron Man's actions, which seems to be the primary goal of the mechanic. On the other, none of the examples in the description of Tech Specialty mention anything like this, and it is somewhat stepping into Combat's territory. Plus, not letting players use Tech in combat would encourage them to seek different kinds of solutions where Tech is useful.
Should I, as a GM, allow players to stretch the definition of their Specialties as long as they can provide some descriptive justification, or should I be strict in defining their boundaries?