Home stretch! The T's
Texas Twister - no math problems, all peanut gallery comments!
His Enhanced Vision is arguably Counters Concealment with "Dust Storms" as the descriptor, but since it's the same cost the difference is largely academic.
Dust Storm is interesting in that it links two different obscuring effects: the oft-debated Area Visual Concealment which may be considered effectively unresistible within its area, and an Affliction that persists outside the area as dust in your eyes. There's also room in the array slot to bump the DC up at least a rank or two for both effects.
An effect with Indirect 3 "can come from any point in a fixed direction (not away from you) or a fixed
point in any direction." So how are you defining these?
I'm not sure Area Deflects can be a thing. The Handbook mentions using Enhanced Defenses with Area to do this, which would cost twice as much per rank unless you specialize in one defense, like Dodge. On the other hand, I think there was a Power Profile that did use Area Deflect, but I can't find it at the moment. (EDIT: Air and Weather Profiles each have an Area Deflect power.)
I really like the alternate group flight in Whirlwind. That's a good model for anyone who wants an AE or stunt for group flight, particularly for air controllers.
Thing - LES on Expert Pilot saves Ben 2p!
Hold Breath as Half Effect works great. Ben would only need to start rolling resistance checks after 38 rounds (almost 4 minutes) and even then only once every 2 rounds with a +5 from his GE, so he'd be likely to go at least another 3 minutes.
Ultimate Unarmed Attack Roll was a surprise, but a great example of how the Thing's combat style differs from the Hulk's, letting him get a little strategic and lining up a Power Attacking Slam (potentially DC34) that can't miss.
Thor - No math errors here.
All those underpointed array slots make me twitchy! I think Hammer/Shield/Throwing are thematically similar enough that you could put them all in one slot, saving you 2 points.
On the other hand, there's the Summon, which technically shouldn't work. The power is a Move Object that only work on Mjolnir, but it's in an array that's Easily Removable, meaning that the power itself is disarmable and therefore unavailable if Thor is disarmed or Mjolnir is otherwise removed from his control. Essentially, you've locked a key in a box that you need that key to open.
There's a lot of discussions about weapons that act like Mjolnir,
this one most recently. I think the easiest way to make something similar to your MO for the hammer-return (which I assume is to allow Thor not only to call Mjolnir to his hand but also use the incoming trip as a potential attack) workable would be to take away the "Easily" and just make it Removable. The descriptor would then be that the hammer is always in Thor's control no matter the distance (unless a Complication stops it) and an in-combat disarm wouldn't remove the powers. This would be a little expensive though (6p off the Easily Removable discount). Also, instead of the MO, to hit a target on the way back to Thor I'd consider putting some flat extras on his throwing, like a rank of Homing, or possibly Indirect 3 (from any point, toward Thor).
It's all a tricky balance, with Thor's godliness and versatility making it hard to keep him in RtP limits.
Here's a variant I whipped up:
Mjolnir (Removable (indestructible))
. .
Dimensional Travel: Movement 3 (Dimensional 3: any dimension, 50 lbs.; Custom 2: Portal)
. .
Flight. . . .
Flight 10 (Speed: 2000 miles/hour, 4 miles/round)
. . . .
Movement 1 (Space Travel 1: within solar system)
. .
Hammer-Wielding. . . .
Hammer: Strength-based Damage 3 (DC 29, Advantages: Improved Critical)
. . . .
Shield: Deflect 8 (Reduced Range: close)
. . . .
Throwing (Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction)
. .
Lightning: Damage 11 (electricity, DC 26; Increased Range: ranged)
. .
Weather Control: Environment 3 (Cold (Extreme), Impede Movement (2 ranks), Visibility (-5), Radius: 120 feet; Selective)
. .
Wield only by the worthy: Feature 1Power-lifting 1 (+1 STR for lifting)
it costs 4p more than your Mjolnir build, though.
Tigra - no math, but some tuning opportunities.
You could drop Land on Feet and Instant Up and buy Skill Mastery: Acrobatics and get all the same functionality for 1p less. Also, Pounce gives her a 15' standing long jump for 1p, but without it her Athletics gives her a routine 11' standing long jump, so decide if that's worth it.
Toad - This is a funny build.
LES on Flexible Bone Structure
These AEs are all kinda weird. So the Paralytic Resin he also uses to climb walls? Okay. The tongue has a Pheromone attack? Sure. Respiratory System has a knockdown affliction? . . . I think I need some descriptor on that one.
Also on Prehensile Build, Extra Limbs includes Improved Grab, so you save a point there. And whatever Respiratory System does, the Suffocation AE costs the same as just buying the Half-Immunity as a standalone power, so unless that attack is really conceptually tied to Toad's breathing, it's probably easier keeping them separate.
All of Toad's attacks are close-range and essentially unarmed, though it's
debatable whether the CC:Unarmed skill is meant to cover this range of attacks, considering it can't even be used to grab or trip. I'd recommend taking the extra points and putting them toward the Close Attack Advantage, or even the Fighting Ability, solidifying those bonuses, giving Toad a better Grab attack to go with all of his tongue's Grab traits, and generally making him a little more Ray Park.