Re: Control Machines
In the past my group had a "phase-in-and-take-control-of-machines" guy too. Figuring out the logistics took some trial and error but we settled on a multipower with MC (cyber only), telepathy (cyber only, for scanning), and finally TK for machines with a limitation called "object animation only (-1/2)".
He could only animate an object to do something that it could normally do. He couldn't make things fly around or even walk if they normally couldn't and he couldn't crush anything. This allowed him to open mechanical doors by exerting his TK STR or manipulate odd ball things like photo copiers or elevators that wouldnt stop at certain floors). All required him to phase inside and had the further limitation that he took NND stun damage equal to BODY done to the machine. As the GM i felt that this was an acceptable counter to "affects physical world". This worked for a while with only a few odd occurrences like phasing into a guy in a power suit or taking over a tank's turret.
Side note:
The character (Phantos) entered the campaign with a completely unknown background and the player left it up to me to reveal over time. In the end he turned out to be a colony of the villainous Time-Master's nanites that had been stolen from a previous battle site by an evil corperation. They eventually assimilated a dying scientist's body as a means of understanding our world and became "Phantos" (taken from the Scientist's linux ID, Paul Hantos). Unfortunately, partial brain death and the shock of dying resulted in his memory loss for both paul and the Nanites. Later in the campaign the Time-master tried to reclaim him but he had evolved to far to be so easily controlled. Later still , he lost an arm (attacked by the narrative) and had to assimilate one from a dead gang member which resulted in his Secret ID having a miss matched left arm with gang tattoos (regen, only usable when "spare parts" are available). It was big fun.