Blue
Ravenous Bugblatter Beast of Traal
Are the majority of the rules gives around that?I wouldn't make that assumption. Having GMed both, and having read and played with M&M's Heroes High materials through multiple editions, there's quite a bit of exploring teenage identities, relationships with the adult hero and mundane worlds, and other teenage topics in M&M teen hero campaigns. The chance that a Claremont Academy (or other teen hero) campaign in M&M explores identity isn't even close to nil in the wild.
Because we aren't talking about "what can a GM do narratively", we're talking about game systems that mechanically support a specific style of play.
Can a few words (literally) from just about any adult affect the ability of every PC to make them better at some moves and worse at others unless they reject that adult's influence over them?