I don't have my books handy, so I can't quote rules for you, but here's my recollection based on several years of playing Fate:
Players can narrate their own actions. And they can answer questions that you ask them - filling in blanks and taking a portion of the burden of narration from you.
But when they want to create facts to their own advantage, they usually have to earn it. Earning it means succeeding in rolls or spending Fate points or sometimes both.
For example, if a player wants to to put the aspect On fire on something, she can't just make it so by saying so. She has to Maneuver Create an Advantage.
If a player wants to change an existing fact, that has to be earned, too, if it's important. The simplest example is this: A door is locked shut. The player wants it open. To make the open door a fact, she'll have to pick the lock with a roll, get the key with a roll, or bash it down with a roll. You and your players have an intuitive understanding that this is so.
Aspects can create facts for players, but they have to be powered by a Fate point. For example, I can say, "I'm invoking Better late than never to put myself in the scene now!" presuming I have an aspect "Better late than never" and the action has already started (so that I'm late) and also assuming I pay a Fate point for it. But the GM can give me a Fate point to cancel that invocation.
Your player created a fact out of nothing - he got to narrate how he succeeded at his roll, but since everyone's job is to make everyone else look awesome and his narration is squashing your awesome with "meh", you are fully within your rights to veto it.
Here's the only thing I would have done differently and would suggest that you do differently too:
As you say, "nah, sorry, but that didn't happen", hand over a Fate point. You are saying, silently, but concretely, "I am taking over narration here. Sorry, but in exchange, I am literally handing over narrative power that you can use later."
Fonts
The manual uses Gotham (usually bold) for the sans serif titles and callouts, and Garamond for the main text. The example gameplay passages use GFY Thornesmith. Evil Hat have their own font for the Fate action glyphs.
Gotham is a priced font, but I hear Google's Montserrat is a good substitute and uses the SIL Open Font License. Garamond has priced variants (the manual uses Adobe's I think), but URW make a version called Garamond No. 8 — you can download a TrueType Garamond No. 8 from Github (under the AFPL). GFY Thornesmith is also priced, and I don't know of a good (free) visual substitute, but Blambot make a bunch of comic fonts that are free for personal use (eg. Heavy Mettle, Nightwatcher).
Style
As for replicating the style, all I can say is: pay close attention to the little visual cues we often take for granted. Note the 45° corners on the black callout boxes, and the drop shadow. Note the indent for, and horizontal lines above and below, the example text. Also there's frequent use of bolding to emphasise aspects and other mechanical details. In general, it's got a very high-contrast, solid black-and-white style. Compare it to, say, most WotC D&D material where everything is in subdued browns, reds and cream colours with a lot of texture.
There's a fair amount of artwork in there that breaks up the walls of text; if you can't make your own artwork, just do a Google image search (eg. I just searched for "[genre of game] vector artwork"). There's a lot of stuff that's free for personal use, but remember to respect the license if you publish it. I like to have it "enter the page" from the side or lower corners and wrap the text around it, you might prefer to feature it within the page proper. The manual uses artwork with a little bit of texture (which contrasts nicely with the heaviness of the text, and so doesn't really need captioning or framing); personally I find that solid vector based stuff works fine as well, as long as it's in moderation.
Structure
Finally, note that it's the structure of the book that dictates these elements. The text regularly switches between "main text," example gameplay, and helpful tips. Each of these elements has its own style. Putting random paragraphs in big white-on-black boxes, or switching to a hand-drawn-looking font for no particular reason will just be jarring. Text with the same font should be able to be pulled out by itself and still make sense (or at least give you a coherent set of excerpts).
Caveats
There's a lot of merit to trying to reproduce your system's look and feel; it can really help reduce cognitive load for your players switching between the official material (such as the manual) and your own handouts. Having said that, if you get close but not close enough, you can set off a bit of dissonance as your players' expectations are subtly missed in ways they can't quite identify.
I already mentioned this, but you said you were doing this for personal use but thinking about publishing your material later. Even if you're publishing it for free, it probably won't fall under "personal use" any more, and you'll need to be careful to respect the licenses of any fonts and artwork you use. This may simply mean captions for crediting images, or it may mean thinking about a real license.
When I do stuff like this, I like to keep a text file alongside my material with a list of anything I downloaded and used, along with source URL and a quick note about the license. (You'll also appreciate this when you render a PDF, accidentally delete your source file, and then wonder where you got that picture of a planet from.)
Best Answer
You can't do it alone.
You've come across an example of what was dubbed the Czege principle, which, summed up, says that it's no fun to create both your own problems and your own solutions to those problems. You derive satisfaction from seeing the places where the rules of more structured systems try to block you and then overcoming them. Fate isn't trying to limit what you can do, so there's no feeling of coolness from working your way around those limits.
However, that role can be taken on by other players, including the GM. By establishing setting Aspects that define the boundaries of the world and the setting, you can build Stunts that will allow you to surpass them, whether that means creating temporary Aspects or Boosts to Invoke, allowing you to use your Skills in non-standard ways, or gaining the ability to ignore the strictures that have just been set out. It's not the same thing as mechanical mastery, but it can accomplish similar ends.