Just about any superpower theme - "control of X" or not - can be turned into something ultra-powerful. That's why it's important to keep track of power level; for a RPG, level/CR.
It is also notable that, for most games, the logical extensions of one power are covered by other powers. You want full on blindsight? Get the blindsight power, using your super-hearing as the rationale for you to have that power.
Even the old FASERIP Marvel Superheroes game understood this. Character advancement in terms of just buying up power levels was insanely expensive, because in-genre, characters don't usually just go up in power levels much over time (Spider Man has been around for years and years, but he can still usually only lift small cars, and hasn't moved up to regularly tossing around dump trucks). But, also in-genre, characters did make a habit of making logical extensions of powers - the game called them "Power stunts", and they were far less expensive than flat out new powers. You could even try the stunt (in fact, *had* to try the stunt) several times before you could pay to make it a regular part of your repertoire.
The typical power stunt was weaker than the base power - so, you want to use your magnetism power to mimic a form of Emotion Control (which was an entirely different power)? Well, sure, you can do it, but as several ranks down the ladder, so that if unless you were really, really good with your Magnetism power, the emotion control would be incredibly weak and easy to resist.
So, Magneto, who is super-duper powerful, and been around a long time so that he's developed oodles of these stunts, can pull off things that a new, notably less powerful hero couldn't do effectively.