Interestingly (or oddly), while the
Mastermind's Manual has a more in-depth look at Movement Powers and Tactical movement, it's somewhat reverse from what's given in the Core book and in
Ultimate Power.
The Core M&M book and
UP say that the speed listed for a given rank of a movement power is the normal speed, with twice that being the accelerated speed and quadruple that being the all-out speed. Normal movement takes a move action, Accelerated movement takes a full action, and All-Out Movement takes a full action and makes you lose your dodge bonus (since you can't easily avoid obstacles/attacks), but you gain a Defense bonus equal to twice the rank of your movement power (since it's harder to hit fast-moving targets). No mention is made of converting mph to feet-per-round when doing tactical (in-combat) moves, though.
The
Mastermind's Manual variant on Tactical Movement, though, does mention such conversions:
Characters have three modes of movement under the tactical variant: normal, accelerated, and all-out. These are the same for most characters (30 feet, 60 feet, and 120 feet). The difference is for movement powers. The power’s movement rank becomes its all-out movement. Its normal movement is 30 feet, plus 5 feet per rank, and its accelerated movement is twice that, 60 feet plus 10 feet per rank. So a character with Flight 6 has a normal tactical movement of 60 feet ((6 x 5) + 30), accelerated movement of 120 feet, and all-out movement of 500 MPH.
Under that ruling, Speed Freak's Super-Speed 10 would give him a normal tactical movement of 80 feet, an accelerated tactical movement of 160 feet, and an all-out movement of 10,000 mph.
(And it now dawns on me that I -- for some reason -- used the
MasMan guideline when calculating Archeville's tactical movemenmt for his Flight belt.)
Oh, and regarding Speed Freak's Wisdom-loss Weakness drawback (which I'm pleased to hear you'd liked

) -- since it's a per day thing, that decreases the value of the Intensity. The only way it could net you any points back is if the Frequency were Very Common (once per adventure [maybe the Resolutes only let him keep one dose on him at a time, thus ensuring he always come back to them])... and even then it'd only get you back 1 point.
I do have another suggestion on it, if you desperately need those 2 points you've got listed as coming from the Drawback. Instead of being a pill he takes every day, have the drug be as a Bane-like harness he wears (though one that's a lot less bulky and obvious than the one that super-strongman uses, something easily hidden under a uniform). It normally pumps the mind-stabilizing drugs into his system, but if breached -- by a critical hit in combat -- it stops working, and he begins suffering a -1 cumulative drain on his Wisdom. If it's an
Uncommon (every few adventures) occurrence (which I think it would be), the drain would happen every 20 minutes in order for you to get those 2 points. If it's treated as a
Common (every other adventure) occurrence -- which it may need to be given his high Defense and that some folks would need to roll a crit in order to hit him in the first place -- the time interval of the drain would need to be stepped down to 1 hour, if you still want to keep it at 2 points. So, to summarize:
- Weakness (when drug system is breached by a critical hit [uncommon], -1 cumulative drain on Wisdom per 20 minutes; +2pp) (he'd have a little over 2 1/2 hours before his mind shuts down)
- Weakness (when drug system is breached by a critical hit [common], -1 cumulative drain on Wisdom per hour; +2pp) (he'd have 8 hours before his mind shuts down)
- Weakness (when drug system is breached by a critical hit [common], -1 cumulative drain on Wisdom per 20 minutes; +3pp)
Any of these sound good?