If a character in a mecha-suit tried the "Disabled" thing in my game, he'd most definitely find out that it was worth the 10 points.
"Gosh, rolled a natural 1 on that save, did you? Looks like you just shorted out the motors on your suit. Nothing permanent, but you've just turned on the ol' Device Flaw until you can get back to base or a repair center. You're now wearing a very very heavy suit of armor -- the protection stays, but that's it. Treat it as 70 pounds of encumbrance. Oh, and you have that paraplegic thing, right?"
I mean, look at the short-lived show "Mantis" (a disabled guy in a suit, played by... shoot... was it Carl Lumbly, or am I just putting his face on it?). They played fair with that -- he'd get hit by an electrical surge or an energy-drain attack, and his suit would go dead, on a pretty regular basis. It's not like it happened every session, but it happened often enough that anyone playing that character wouldn't be saying "Hah, sucka, I got free points!"
On a completely unrelated note... my time with M&M was so good that I'm trying to convince my players that M&M would be a better engine for the swashbuckling fantasy game we're just starting up (currently using d20 Modern with WP/VP and armor as DR for WP hits only). Even in the (initially) low-magic world, a lot of powers can be modeled as training in a cinematically high-power world. For example:
Super-Speed: Take off the Sprinting and "do normal tasks obscenely fast" powers (brings it down to 5pp), and you've got D&D monk-like movement and bonuses on your reflex save, defense, and initiative. That's good quality cinematism.
Super-Strength: Take off the super-sized lifting power stuff, and you've got bonuses on damage and strength checks that completely make sense for at least a few ranks (I wouldn't let any human take more than +1 or +2 without magical equipment or spells, though -- unless said human was strong but clumsy, so I could give him a low Normal strength and a few ranks in Super-Strength).
And, for the more complex tricks:
Cinematic Whip: Weapon (Melee)
Snare +5 (1 pp for Device) = 5
Extra: Swinging (at +3): 3
Total Points: 8
Power Stunt: Blinding Snap (+2 pp)
Damage (flawed to +3) = 3
Extra: Dazzle (at +5) = 5
Power Stunt: Tripping Attack (+2 pp)
Damage (flawed to +3) = 3
Extra: Trip (Reflex save or fall prone) +5 = 5
Device Feat: Improved Reach (15 feet) = 2
So, a whip that lets you do a little damage (Damage +3, not a ton, but something), Trip people, Blind people, or Snare people, and you can also swing 15 feet as a move action (which is great for clearing obstacles or breaking falls), and it costs a total of 14 points. Improved Reach normally only gets you 10 foot reach, but given that the device is flavor-limited -- you can only snare one person at a time -- I think that's fair.
Or, how about a sword-breaker:
Sword-Breaker: Device
Disarming +4
Start with Energy Field (or the Quills extra from natural weapon), which stipulates that anyone attacking you takes damage. Change the save from Damage to Reflex, and change the effect from Damage to Disarming. This only functions once per round, and it only functions against melee attacks you see coming in. So somebody with a normal Sword-Breaker has Disarming +4, which means that once per round, upon being attacked, they force their attacker to make a Reflex save, DC 14, or have their melee weapon disarmed (if they're being attacked with a melee weapon). You'd have to common-sense weapon-sizes (Large gets +4 bonus, Small gets -4 penalty), but that could be fun.
On a character-power basis, I'm allowing things like Clinging or Leaping -- which, in a swashbuckling game, means "Grabbing the curtains and hanging onto them while running up the wall at decent speed" or "Kicking off the wall, luckily catching a niche in the wall, and vaulting to the balcony" up to about 4 ranks or so.
Deflection is an obvious one, and heck, I'd allow a few ranks in Force Field -- only I'd change it to "Defensive Dueling Prowess", which helps unarmored combatants lessen incoming strikes through the use of minor deflections and proper body conditioning. Maybe up to 3 or 4 ranks -- enough so that somebody who really wanted it could get good, but armor is still viable.
It's all about the flavor. Heck, if my guys asked nicely enough, I'd allow a spring-extensible pair of gliding wings (you know, a musketeer-era hang-glinder) as a gliding-only flight deal that had limited uses per day or required a Hero Point to activate.
Beyond that stuff, M&M converts beautifully to musketeer-style swashbuckling. All-Out Attack all by itself is, like,
made for Musketeering -- "Though your guards strike me down, I
shall make my mark upon you, Baron Riavar!"
Ahem.
