Jemal
Adventurer
Understood, tell me when you decide. 
I had a whole post where I explained each of my changes and why, and then I forgot to copy it before submiting and.. guess what... it got eaten.
SO, here's the short version:
[sblock=Changes]
I upped a bunch of my skills and swapped around several feats and powers to make more sense. I consolidated a bunch of my minor powers (strike, protection, Speed, Regen) into an Array to streamline things (Doesn't change the cost). I also swapped two points from his strength into his Wisdom, where it makes more sense (Upping his notice check in the process)
I altered the Datalink AP on my blast, as we talked about. I dropped the quickness to rank 10, and changed it to include Visual actions as well as computer based actions(Making it cost 1/2 instead of 1/3, I believe), as a further extension of Optic's sight-based powers. I realized that with all his powers, Optic didn't have any speed-reading or quick searching power, so now that I have this 'non-combat' array, it makes more sense.
For his PL increas, I upped Attack and Damage(save DC), and also altered his trade-off for offense from -1/+1 to -2/+2. This means his attack bonus stayed the same, but his Save DC went up by 2.
I also wanted to ask you about a couple of my feat choices: Contacts and Well Informed. These seem to be outdone and made useless by our Trust Connections, is there any (game/mechanical) reason for me to keep them?
Here's the new character sheet, tell me if there's any problems.
[sblock=Optic]
OPTIC, aka Jack Carson.
PL 11.4 (Attack, Save DC)
Abilities:
STR 14 (+2)
DEX 14 (+2)
CON 18 (+4)
INT 18 (+4)
WIS 18 (+4)
CHA 14 (+2)
Combat :
Attacks:
+6 Eye Laser(+10 W/Visor); Toughness DC 25 (29 w/Visor) Range inc 100' (140' w/Visor)
+6 Martial Arts(+10 W/Gloves); Toughness DC 21 (29 w/Gloves)
Initiative: +10
Defense 18
Saves: Toughness +6 (+14 in suit); Fort +8 (4+4con); Reflex +8 (6+2dex); Will +8 (5+3Wis)
Skills : Bluff(+18/16), Computers(+20/16), Diplomacy(+18/16), Gather Information(+18/16), Notice(+20/16), Knowledge: Business(+9/4), Sense motive(+20/16), Knowledges(+5/0)
*Situational: Diplomacy Check for favours(Connected), Gather Info in 1 minute(Contacts), Gather Info auto-check first time meeting new group/individual(Well Informed); +4 Remembering (Eidetic Memory); All skills considered Trained (Jack of All Trades)
Feats: Assessment, Attack Specialization(Eye Lasers), Attack Specialization(Martial Arts)BenefitX3 (Status&Wealth - Vice President of Op-Tec, Knowledgable-+1 Knowledge checks), Connected, Contacts, Dodge FocusX8, Eidetic Memory, Jack of All Trades, Uncanny Dodge(Sight), Well Informed.
POWERS:
Blast 10 (24pp) - Eye lasers, AccurateX2, Precise, Alternate Power: [Datalink Rank 8(Visual, Machine control); Quickness Rank 10(Computer checks and Visual Tasks); Comprehend Machines Rank 2]
Super Senses 14 (10pp) - Analytical(Sight), Radius(Sight), Extended(sight, Radio), Radio, Accurate(Radio), Danger Sense(Sight), Darkvision(noticeable eye glow), Time Sense, Microscopic Vision(DNA, Distracting, noticeable eye glow), X-ray Vision(not gold, Distracting)
Minor Powers Array: [13 pp]
-X- Strike 4 (7 pts) - Martial Arts, Mighty, AccurateX2
-X- Protection 2 (2 pts)
-X- Regeneration 3 (3pp) : Bruised 3 (1/round, no action).
-X- Speed 1 (1pp) : 10 MpH walking speed
High-Tech Supersuit with Power Gloves : Device Rank 5 (Hard to take away, 20pp) -
-X- Protection 8 (8 pts)
-X- Feats(4 pt): Quick Change(Suit stored in belt, expands and covers), Improved InitiativeX2, Evasion
-X- Enhanced Strike 8 (10 pts), AccurateX2
-X- 3 pp
High-Tech Visor : Device rank 4 (Disarmable, 12pp) -
-X- Super Senses 10 (9 pts) - True Sight Limited: Can't Detect Hidden.
-X- Enhanced Blast 4 (10 pts), AccurateX2
-X- Datalink AP: Radio Sense (1 pt)
Drawbacks: Weak Point (1), Vulnerable: Sonic damage [Moderate Intensity, Uncommon frequency](3 pts)
Trade-offs: -3 Def/+3 Tough, -2 Atk/+2 Save DC
COST: Abilities 36 + Skills 25(100 ranks) + Feats 20 + Powers 79 + Saves 15 -4 drawbacks = 171/172
[/sblock]

I had a whole post where I explained each of my changes and why, and then I forgot to copy it before submiting and.. guess what... it got eaten.

SO, here's the short version:
[sblock=Changes]
I upped a bunch of my skills and swapped around several feats and powers to make more sense. I consolidated a bunch of my minor powers (strike, protection, Speed, Regen) into an Array to streamline things (Doesn't change the cost). I also swapped two points from his strength into his Wisdom, where it makes more sense (Upping his notice check in the process)
I altered the Datalink AP on my blast, as we talked about. I dropped the quickness to rank 10, and changed it to include Visual actions as well as computer based actions(Making it cost 1/2 instead of 1/3, I believe), as a further extension of Optic's sight-based powers. I realized that with all his powers, Optic didn't have any speed-reading or quick searching power, so now that I have this 'non-combat' array, it makes more sense.
For his PL increas, I upped Attack and Damage(save DC), and also altered his trade-off for offense from -1/+1 to -2/+2. This means his attack bonus stayed the same, but his Save DC went up by 2.
I also wanted to ask you about a couple of my feat choices: Contacts and Well Informed. These seem to be outdone and made useless by our Trust Connections, is there any (game/mechanical) reason for me to keep them?
Here's the new character sheet, tell me if there's any problems.
[sblock=Optic]
OPTIC, aka Jack Carson.
PL 11.4 (Attack, Save DC)
Abilities:
STR 14 (+2)
DEX 14 (+2)
CON 18 (+4)
INT 18 (+4)
WIS 18 (+4)
CHA 14 (+2)
Combat :
Attacks:
+6 Eye Laser(+10 W/Visor); Toughness DC 25 (29 w/Visor) Range inc 100' (140' w/Visor)
+6 Martial Arts(+10 W/Gloves); Toughness DC 21 (29 w/Gloves)
Initiative: +10
Defense 18
Saves: Toughness +6 (+14 in suit); Fort +8 (4+4con); Reflex +8 (6+2dex); Will +8 (5+3Wis)
Skills : Bluff(+18/16), Computers(+20/16), Diplomacy(+18/16), Gather Information(+18/16), Notice(+20/16), Knowledge: Business(+9/4), Sense motive(+20/16), Knowledges(+5/0)
*Situational: Diplomacy Check for favours(Connected), Gather Info in 1 minute(Contacts), Gather Info auto-check first time meeting new group/individual(Well Informed); +4 Remembering (Eidetic Memory); All skills considered Trained (Jack of All Trades)
Feats: Assessment, Attack Specialization(Eye Lasers), Attack Specialization(Martial Arts)BenefitX3 (Status&Wealth - Vice President of Op-Tec, Knowledgable-+1 Knowledge checks), Connected, Contacts, Dodge FocusX8, Eidetic Memory, Jack of All Trades, Uncanny Dodge(Sight), Well Informed.
POWERS:
Blast 10 (24pp) - Eye lasers, AccurateX2, Precise, Alternate Power: [Datalink Rank 8(Visual, Machine control); Quickness Rank 10(Computer checks and Visual Tasks); Comprehend Machines Rank 2]
Super Senses 14 (10pp) - Analytical(Sight), Radius(Sight), Extended(sight, Radio), Radio, Accurate(Radio), Danger Sense(Sight), Darkvision(noticeable eye glow), Time Sense, Microscopic Vision(DNA, Distracting, noticeable eye glow), X-ray Vision(not gold, Distracting)
Minor Powers Array: [13 pp]
-X- Strike 4 (7 pts) - Martial Arts, Mighty, AccurateX2
-X- Protection 2 (2 pts)
-X- Regeneration 3 (3pp) : Bruised 3 (1/round, no action).
-X- Speed 1 (1pp) : 10 MpH walking speed
High-Tech Supersuit with Power Gloves : Device Rank 5 (Hard to take away, 20pp) -
-X- Protection 8 (8 pts)
-X- Feats(4 pt): Quick Change(Suit stored in belt, expands and covers), Improved InitiativeX2, Evasion
-X- Enhanced Strike 8 (10 pts), AccurateX2
-X- 3 pp
High-Tech Visor : Device rank 4 (Disarmable, 12pp) -
-X- Super Senses 10 (9 pts) - True Sight Limited: Can't Detect Hidden.
-X- Enhanced Blast 4 (10 pts), AccurateX2
-X- Datalink AP: Radio Sense (1 pt)
Drawbacks: Weak Point (1), Vulnerable: Sonic damage [Moderate Intensity, Uncommon frequency](3 pts)
Trade-offs: -3 Def/+3 Tough, -2 Atk/+2 Save DC
COST: Abilities 36 + Skills 25(100 ranks) + Feats 20 + Powers 79 + Saves 15 -4 drawbacks = 171/172
[/sblock]