Here's some Iceman and Human Torch builds. they are elemental controllers so maybe they could be good jumping off points:
Iceman: PL9 ( 135pp ); Initiative +6 (Dex, Improved); Defense 21 (15 flatfooted); Spd variable; Atk +7/+9 cold blast (+1 unarmed); SV Tou +2, Fort +4, Ref +6, Will +3; Str 12, Dex 16, Con 14, Int 10, Wis 10, Cha 16
Skills: Acrobatics 2 (+5), Bluff 6 (+9), Intimidate 1 (+4), Knowledge (business) 5 (+5), Knowledge (pop culture) 3 (+3), Notice 4 (+4), Sense Motive 4 (+4), Swim 3 (+4)
Feats: Attractive +1, Contacts, Fearless, Fighting Style [Attack Specialization: ice blasts +1, defensive attack, dodge focus +1, evasion +1, improved initiative +1, move by action, redirect, sneak attack +1, taunt], Inspire +1, Set Up, Teamwork +1
Powers: Cold Control +9 [Power Feat: Dynamic Powers +5 (create object), (Gliding), (protection), (drain toughness/snare; 4pp per), (water walking), Precise; Extra: Action +1, Trail +1; 4pp per], Immunity 6 [all cold effects]
trades: -2Tou/+2Def
complications: responsibility, secret
notes...
Iceman's good at providing a distraction. You'll usually see him zipping around with defensive attack shooting moderately intense cold blasts and affecting bad guys with the area affect on his cold control. He's low powered defensively unless he beefs himself up via his dynamic set's use of protection. He's a lot like Human Torch; basically a guy trying to spread a useful power out among many facets trying to balance himself out and be useful as he's needed. I do like his feats!
The Human Torch II (Johnny Storm) Power Level 10
STR 12, DEX 18 (+4), CON 14 (+2), INT 12 (+1), WIS 12 (+1), CHA 18 (+4)
Toughness +10, Fortitude +4, Reflex +8, Will +3
Skills: Bluff 8 (+12), Craft (mechanical) 5 (+6), Drive 5 (+9), Intimidate 4 (+9), Knowledge (pop culture) 5 (+6), Notice 5 (+6), Sense Motive 4 (+5)
Feats: Attack Specialization (blasts), Equipment, Taunt, Teamwork, Ultimate Skill (drive)
Powers: Fire Form 15
Fire Form: Blast 12 (AP: Extreme Heat 8 [free action, touch range]), Enhanced Feats 7 (dodge focus 2, evasion 2, fearsome presence, improved initiative, move by action), Flight 6 (500MPH), Immunity 6 (all heat effects), Protection 5 (impervious, vs physical only), Strike 10 (aura)
Equpment: commlink (subtle), uniform (Protection 3)
Combat: Attack +6, +8 (blast), Grapple +7, Damage +10 (unarmed), +12 (blast), Defense +10 (+4 flat footed), Knockback -2, -7 (vs physical), Initiative +8
Drawback: Power Loss (when deprived of oxygen, -1 point)
Abilities 26 + Skills 9 (36 ranks) + Feats 5 + Powers 75 + Combat 28 + Saves 8 - Drawbacks 1 = 150pp