Abilities seem a little more sane. He's now in roughly the top 5% for the DCU instead of the top 2%. There are also 4 official character at PL10 with Awareness 8: Oracle, Dove, Dream Girl, and Harbinger. All women, for no particular reason, but an interesting coincidence.
I think I've already mentioned the potential unbalancing that the Reflection attack can have. A +12 hit should have no more than 8 damage in a PL10 setting, and if he wants to do more, he can drop his accuracy or burn HP.
In case I didn't mention it before, I find movement attacks problematic because they are often assumed to be all-or-nothing effects, which is unlike every other attack in the game. Damage is in degrees, as is Afflction, with greater consequences the worse the resistance check is. Weaken works similarly but based directly on the difference as opposed to degrees. Arguably, Nullify is an all-or-nothing effect, but that's actually stopping something from happening as opposed to inflicting Conditions. All this is to say that while I've helped you make a better Teleport Attack, I don't recommend using them in games without some kind of additional balance.
That said, making Teleport Others Perception Ranged is a good choice. That will keep it relatively simple since you don't need to roll for attack; just have the target roll for their resistance. (Incidentally, that also means he doesn't need to buy Ranged Combat ranks for it.) Has he picked out a resistance yet? It should depend on the descriptor of the power. If a portal opens up and sucks the target in, Dodge might be a good choice. If it's somehow bending spacetime with the mind in some weird Dune/tesseract type of deal, Will might be more appropriate. Maybe Fortitude . . . make up your own reason. The point is you need something that allows the target somehow resist. I would also recommend that the effect can be partially resisted, so that the target only goes as many ranks distant as they fail their check. For instance, if he attempted to 'port a Special Crimes Unit cop away from the scene of a battle for whatever reason, he'd just need to see the cop and take the Standard Action. The cop has a Dodge of 4 versus a DC17 for the attack, and if he rolled a 10, that would be a 14 check, failing by 3, so he gets 'ported 3 ranks away (up to 250'). This is roughly how using Move Object works for flinging or knocking people back. Of course minions always take the maximum effect, so if the cop was someone unimportant to your story, you could just say you 'port him the maximum distance (about a half-mile) or at least far enough away that he won't come back this scene.
Another trick to consider is 'porting the target straight up and letting them fall. Falling Damage is technically double falling distance rank + 4, and maxes out at 16 Damage (assume terminal velocity after falling rank 6 distance). So falling from rank 3 height is a Damage 10 effect, which I would personally make a top limit for balance purposes, since a Perception Ranged attack can't do more than PL rank damage. Any higher than that and the faller should get the opportunity to prepare themselves to land, using a Tumbling check (see Acrobatics).
All this of course is a very complex and somewhat pedantic way to look at it. You could simplify it a great deal by assuming that the Teleport always works and that the "resistance" is how fast the target can get back in range to engage, or how well the target can deal with a long fall. The balance might get a little tricky, but feel free to wing it rather than slowing down the fun of the game, because as much as this power has potential for abuse, it could also be a lot of fun. As long as the player doesn't constantly dominate, it should feel balanced.
The Subtle on the Far-Senses is going to make his sense-point almost impossible to detect, although it should come up occasionally, or else that Feedback isn't really a Flaw. You should decide whether Subtle can be seen by anyone with a really good Perception check (DC30 - probably allow nat 20s to work for everybody, or at least non-minions) or if it's only detectable to an exotic sense, like Teleport Awareness (DC20). In either case, I recommend developing some kind of nemesis that can spot it fairly regularly; maybe not in the first campaign, but it should happen. Sidenote: Area Attacks should always effect that point (Dodge check for half damage at a +2 due to cover), although technically he should get +5 for Evasion 2. Do something that ensures he gets "poked in the eye" sometimes (including potentially removing Subtle), or that Feedback flaw is just free points. Someone has to decide if that power is undetectable or potentially damaging; it can't really be both unless he drops Feedback and makes getting spotted and hit a Complication.
Agile Feint could use Acro or Teleport interchangeably since they're the same rank. Of course, he'd have to be using the right array slot to use Teleport. Get him to describe them in use.
Perception is still way high, but workable. Again, it's Oracle-level.
RC: TO I mentioned above. There's 3 more points freed up.
Defenses could use a touch-up. Get those lower one into the 5-8 range, maybe using Defensive Roll for Toughness.
As for the remaining points, there are lots of options:
- Buy a little STR or INT. Doesn't have to be huge, but 1 or 2 ranks just to get above average. STR 0 means it takes effort to lift anything heavier than 50lbs (although you can then throw that 50lbs 30ft.
) Bump it up to 2 and you should be able to carry innocents out of the way. Of course, you can just 'port them to safety, so there's also
- Increase your Teleport mass. Base rank for 'port attack affects one creature of any size or 50lbs of matter (rank 0), so you current affect 100lbs. Bump it up to 5 or 6 ranks and you could 'port cars and trucks. (Making that array bigger could also allow the removal of Feedback to be easier.)
- Other 'port powers. There's a bunch in the Power Profiles that could be Alternate Effects or standalone powers. Teleport Immunity would only be 2p. For 5p you can get a Reaction Teleport that sends you 60ft away from imminent danger, as long as you can spot it coming at you.
- Advantages. I'm a big fan of Skill Masteries, but maybe some social or teamwork-related ones as well.
- Skills. You may never need a vehicle, but maybe a little first aid would be useful. Current events, Pop Culture, City Knowledge, even some bizarrely specific Expertises for particular hobbies. Maybe your character collects old transistor radios? If you've got points to spare, go for flavour!
Yet another block of text for you to gnaw on.