I've already run a game using FATE, but I didn't find the system particularly pleasant to use, because I don't like the dice mechanics, though I do like tagging aspects as a secondary element of a system.<br/><br/>As for the math, the trade offs used in M&M 3e make characters fairly predictable, which balances characters decently, since every character is going to be at the maximum level of ability permitted by power level.  In effect, I'm simply requiring players to invest all of their points in abilities, rather than tinkering around with being narrow or broad in capabilities.  ...Though I would completely drop the system of skills entirely, because those things can simply be roleplayed.