Yeah, I'd agree with the general consensus.
I like M&M a lot, and the damage save mechanic works really well as a genre simulation rule, plus it's quite cinematic and the progression table almost requires a relatively narrative-based rather than battlemat-centric approach to combat and action scenes. It can be easy to break or to do ridiculous things though - multiple (10x or more) stacking of the Progression power feat can lead to horribly broken results, for instance, and using a Hero Point to temporarily gain the Alternate Power feat (especially when attached to a flexible power, like Magic for instance) can lead to baddies getting one-shotted as the PC tailors their attack exactly to the baddie's weaknesses and the current situation. From limited experience, Champions is a more powerful, rigorous and exploit-resistant system, but also runs a lot slower and requires more bookkeeping. Given the choice, and a group of players I could rely on to not try for the game-breaking stuff, I'd personally go with M&M.
Worth mentioning I've only really played M&M 2e, so can only comment on that. Apparently the stun-lock issues (bad guy gets stunned by an attack, therefore is more susceptible to being stunned by subsequent attacks, so ends up never being able to do anything but reel as he gets pummelled into the ground) and so on which hampered 2e have been addressed in 3e, which is good news if true.