Yes, the character is quite unique. The "neural amplifier" creates a layer of "additional power".
Allow me to try to answer each of your questions in order:
1. Characteristic Columns:
They are ordered thusly, from left to right: final superheroic values (with amplifier), normal values (without amplifier), and normal cost (without amplifier). The cost of the final values is present in the list of powers, because they essentially are "enhanced stats". You can find them under the entry called "Psycho-Metabolic Focus".
2. Movement and Attack in the same Multipower.
That is correct. Assuming that he is using his mental powers, he cannot teleport very far, and attack at the same time. However, remember that he can still do regular running. And also notice that his short range teleport is a "variable" slot, not a fixed one. So he can do short range "jaunts" and still use some of the powers which do not consume the entire Multipower pool. I aim to make his powers more flexible in the future by upgrading the "fixed" slots into "variable" ones. But that is something for the future.
3. Compound limited powers in a single slot
That is correct: each slot a compound power. Take a look at how the Multipower is bought: the first entry is a paid clean, and the second entry is paid through the amplifier as an OIF. Each power follows the same structure. What this means is that if the character loses the use of the amplifier, his abilities will be roughly cut in half (or whatever proportion is correct for each entry). I didn't like the idea of committing his entire power set to the technology, because if he lost it he would be essentially "normal", or just about powerless. So I came up with the compromise of having the amplifier add roughly an additional 50% power.
You'll notice that since the non-OIF focus part of the Multipower can only have a capacity of 30 Active Points, all base powers are in that range. All additional compound extras fall within the second part, and none of them exceed 65 AP together, as per your campaign limit. However, it is possible for several of the powers to work at the same time. The defensive powers will fall into the Multipower total since together they do not exceed the pool's 70 AP limit.
Hence, Psychokinetic Deflection is 25 AP, and Mental Fortress is 37 AP, at max. Very workable. It leaves a little bit for teleportation, but not much. It is useful for short range escapes, but then again, that combination of powers is meant for when MindScape is under overwhelming assault and just needs to bunker up.
Please let me know how that works out in Hero Designer. I don't have the software, but I hear it is very good.