I might be reading too much into this, and maybe it's not having a physical copy of the rulebook to flip through, but it's been hard for me to create our new V&V heroes in Mutants & Masterminds. Not in a "How do we model their powers" way, but a "Atlas' Growth lets him grow to 20', which is huge size, and would give him a 35 Str, right on line with a Powerhouse character. But when he grows he also gets a better chance to hit because of the deceptive nature of his gravity fueled growth, and not only does M&M growth force a reduced chance to hit due to d20 size modifiers, but his attack bonus has to drop below the because his +13 effect mod is out of line with a power level 10 hero. So I could raise the power level, no one else in the team can even come close to Atlas' damage potential when grown (Calypso maxes out at 2d8, Atlas maxes out at 4d10). Maybe Calypso and Titania, who both favor stunning and entangling attacks, have campaign levels in those attacks and Calypso has below campaign levels in her water control and super-strength.
I just don't have enough feel of the system, but the idea of "everyone should start with the same scores in these key numbers and then apply +/- balancing to them, and we differentiate by how you justify those scores" just doesn't sit well with me. Can anyone who's played it offer another insight?