And Vampires were pretty powerful, I recall, unless you had wood, silver, or a squirt gun (which was silly, but that's Rifts for you).
This was a play on vampires not being able to cross water. In teh world of RIFTS, it now means you can deal real damage to them. The Techno-Wizard guns were, of course, the best ones. I think normal water guns worked too tho.
And then there'd be the poor sap (ah, who am I kidding, it's me) that decided playing the "Vagabond" was a good choice. You know, the guy who got a few piddly skills, a pistol, no armour, and no crazy super powers? you know, the "regular joe" PC?
The "regular joe" who was friends with a walking mountain, a weird armoured whale, and a tweaked out methhead ninja?
The GM should have told you up front if it was a high or low power game and that if you play a Vagabond, you may as well have a 2nd character built and waiting in the wings

"Well, of course if you use everything in the books it will be unbalanced. The GM has to carefully look over anything in his game."
...what? I can understand the sentiment here, and of course she's sort of right. But it bugged me that this is the defence that is used, again and again, in defence of Rifts. Still boggles my mind.
3.X was this way. So was 2E when you got into all of the various kits *cough* Bladesinger *cough* and things. The DM should always be concerned with what options are included and what makes things over (or under) powered. RIFTS and balance are not related, but careful decisions on what is allowed and making sure the party is built to work well with the planned game, it can be a good time.