Universal Armsman--the character is familiar with the vast majority of weapons, and can become familiar with new ones with a skill roll. 20 points.
Armsmaster: (Total: 15 Active Cost, 6 Real Cost) +3 OCV (15 Active Points); Limited Power Only to counter penalty for non familiarity (-1 1/2) (Real Cost: 6)
Universal Agility--the character can perform any Agility(dex-based) skill. This should probably cost 30 points, not 20.
Super Agility: (Total: 55 Active Cost, 23 Real Cost)
Breakfall 13- (Real Cost: 3)
plus Combat Driving 13-, Usable As: Combat Piloting (+1/4) (4 Active Points) (Real Cost: 4)
plus Stealth 13- (Real Cost: 3)
plus Flight 7m, Position Shift, Reduced Endurance (1/2 END; +1/4), Variable Advantage (+1/4 Advantages; Limited Group of Advantages: Mostly "Usable As ____"; +1/2), Usable As Attack (+3/4), Grantor pays the END whenever the power is used, Recipient must remain close to Grantor, Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; +1 1/4) (45 Active Points); Limited Power Only to simulate Agility Skills (-1), Requires A Roll (13- roll; Must be made each Phase/use; -1/2), Restrainable (-1/2), Only In Contact With A Surface (-1/4), no Noncombat movement (-1/4) (Real Cost: 13)
Most Agility Skills except Breakfall, Stealth, and Combat Driving and Piloting, can be simulated by Moveent Powers.
Fast Draw and Sleight of Hand: Teleport, Usable as Attack on the object in question
Universal Intellect--the character can perform any Intellect skill. Also should probably cost 30 points.
Super Intellect: (Total: 67 Active Cost, 27 Real Cost)
Analyze: Anything! 13-, Variable Special Effects (Any SFX; +1/2) (4 Active Points) (Real Cost: 4)
plus Paramedics 13- (Real Cost: 3)
plus Inventor 13- (Real Cost: 3)
plus Detect A Large Class Of Things: Answer to any question an Intellectual Skill could answer 13- (Unusual Group), Discriminatory, Analyze, Tracking (25 Active Points); Extra Time (Full Phase, -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), Sense Affected As More Than One Sense [very common Sense] (Usually has to see things ; -1/2), Nonpersistent (-1/4) (Real Cost: 9)
plus Major Transform 1d6+1, Variable Special Effects (Limited Group of SFX: Intellectual Skill Effects; +1/4), Improved Results Group (+1/4), Variable Advantage (+1/2 Advantages; +1) (32 Active Points); Extra Time (Full Phase, -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), No Range (-1/2), Restrainable (-1/2), Requires A Roll (13- roll; Must be made each Phase/use; -1/2), Inaccurate (1/2 OCV; -1/4), Limited Power Only to simulate Intellectual Skills (-1/4) (Real Cost: 8)
Most Intellect Skills come down to one of two things:
Know Stuff; "Which way did the person/beast/vehicle I'm tracking go?" or "Where can I put this bug to both hear clearly and be undiscovered?" If Detect can be used to "Detect answer to math problem" (see how Lightning Calculator was built) then it should work for any intellectual question.
Change Stuff: "Render this trap/alarm/bomb harmless" or "Alter my own or someone else's features or voice" and that calls for a Transform.
Universal Charisma--the character can perform any interaction skill. 30 points.
Animal Friendship alone is 20 pts. You want both Animal and People Friendship for 30?
Universal Martial Artist--the character is familiar with the most common martial arts maneuvers, and can learn new ones with a skill roll. 40 points, extra damage classes cost 5 points, not 4.
For 5 pts, I can just increase STR.
Combat Mastery--the character can perform other combat skills(Autofire skills, Defense maneuver, Rapid Attack, Two Weapon Fighting, Optional Combat Maneuvers) and learn new ones with a skill roll. 30 points.
I don't find "Optional Combat Maneuvers" on the Skill list.
I find a palindromedary tagline under my post