GreatLemur
Explorer
Part of me wants to say that if M&M 2e isn't flexible enough, you must not be doing it right. I've been screwing around with the system for a while, finding ways to get it to do things it wasn't intended for, and there really isn't much that it can't be stretched to cover. Seriously, I can't imagine how someone could have trouble statting up a reasonably deep Hulk conversion, given a little experience with the system.
But the thing with M&M is that you do have to be willing to play things kind of loosely. Throwing together new extras and flaws to make a character work is definitely acceptable, and any M&M GM should be open to that kind of thing. Accusations of vagueness in the rules are totally justified, too. It is not a heavily granular system by nature, and the same general mechanic is often intended to cover a very wide range of circumstances.
If this ain't right for you, then the Hero System is the only way to go. Absolutely the most flexible thing out there, without indulging in vagueness and house rules.
But the thing with M&M is that you do have to be willing to play things kind of loosely. Throwing together new extras and flaws to make a character work is definitely acceptable, and any M&M GM should be open to that kind of thing. Accusations of vagueness in the rules are totally justified, too. It is not a heavily granular system by nature, and the same general mechanic is often intended to cover a very wide range of circumstances.
If this ain't right for you, then the Hero System is the only way to go. Absolutely the most flexible thing out there, without indulging in vagueness and house rules.