Milagroso - Just for the record, most heroes don't KILL. Does she not want to FIGHT, or not want to KILL? B/c dealing Nonlethal damage is just as effective.
NOW, as to your character..
Immunity's are NOT Feats, they're powers, and they cost different points depending on what you wnat to be immune to, so yours would be:
POWERS
Immunity 12 [Disease (1 pt), Poison (1 pt), Electricity (5 Pts), Fire (5 Pts)]
Also, Feats cost 1pp each, so the only remaining feat you have is Evasion, and it costs 1 pp. (Or 2 if you want to make it improved evasion)
For Skills, you should put how many RANKS you have in each, and then follow that up with your total modifier (Counting stat bonuses and any feat/Power bonuses). Skills cost 1pp for 4 skill points.
Also, instead of SPOT/Listen, there is a "NOTICE" skill. And Science would be a Knowledge skill.
I actually can't remember how the Magic Power works, and don't have my book with me at the moment, so somebody else will have to help with that.
Don't forget to add your +4 dex and +4 Wis to your Reflex and Fortitude Saves.
And btw, I note that you have NO Toughness Score and NO Defense.. That basically means that if anybody attacks you, you're going down... (At PL 10, an attack hits you on anything but a 1, and the Save DC would be 25. With a Nat 20, you get Bruised/injured(LIttle effect, but cumulative - 1 to future toughness saves). 16-19 you're Stunned (unable to take actions), if you roll 11-15, you're Staggered (Disabled if Lethal damage), and if you roll 10 or less you're unconscious (Or Dieing if it was lethal damage). That's vs a PL 10 attack.. Most badguys (Well, super-villains) have higher level attacks.
You mentioned Total Defense being effective for blocking, so I guess they must've changed it, cuz what it does now is give you like a +4(?Check?) to your defense at the cost of not attacking.
Alternately, there's the "block" action, which ALSO takes up your standard action, but you get to make an opposed attack roll against incoming (melee) attacks to block them.
As to your "Weaknesses" :
Naive (-5 to Sense Motive Checks)
Quirk: Pacifist (adheres to strict moral code)
Quirk: Germaphobic (fear of uncleanliness and other conditions that promote disease and sickness)
I don't think Naive would be a drawback but more of a roleplaying quirk. The creators of this game don't seem to like the idea of "Take a penalty to something (Which you probably don't care about anyways) to get more points"
As to Pacifist and Germaphobic, those are Complications (Which don't grant bonus points, they instead grant you a Hero Point whenever you have to deal with them in game. For example, whenever your "Pacifist" nature would make a situation more difficult for you to deal with, the GM would award you an extra Hero POint. Or if you had to go through the Sewers, your GM would give you a Hero Point for the Germaphobic complication)
*Although I must express humour that someone immune to diseases would be a germaphobe *hehe*
As for WEapons, there's 2 ways to go about it.. Purchasing Equipment (Normal weapons), or taking the DEVICE power, which gives you essentially a Magic/Techno/Somehow Powerful item. IT costs 3pp/rank (If it can be taken away by a disarm check, which weapons can), and gives you 5pp/rank to spend on powers that the item has... In this case, STRIKE (1 damage per rank, costs 1pp/rank). I would also suggest either buying some attack bonus(2pp/+1), taking the Melee Focus feat(+1/rank melee attacks), or taking Accurate on your Strike (+2atk/rank, only applies to 1 specific attack form). As for the Non-Lethal damage, as I said earlier, You can pretty much choose whether you deal Lethal or Nonlethal damage with any attack, unless it's either a Gun/Knife (usually Lethal), or you take it as a special attack/device and give it a Power Flaw (-1 cost per rank) that it can only deal lethal damage.