@Lakins For me the keeping things going/ sense of momentum is crucial at table, and even more so in a supers game than elsewhere, and so that informs my response:
As described, Reactive powers sound a bit disruptive to me… in the sense that a very little would go a long way at my table.
Disruption I am talking about is in terms of spotlight / turn order and cognitive load. If Spotlight time is the fundamental economy of the gaming table (as HF posits, and I generally agree with) then having this jump back and forth reaction moment that is optional and requires a break in the action to decide (cognitive load) if PC can/will use it, can be a big distraction and flow-breaker. If it’s a simple automatic reactive thing instead of a PC choice (like Spiked Armor) or a one-off (like I do this thing sometimes where I have a stack of Hero Coin Cards that each give a unique special rule shattering Bennie—like an interrupt—and each will only get used once in a session, max) I feel better about it.
So I’m not saying I wouldn’t across the board, but I am saying I would be very tight with giving those out, and it would definitely never be a permanent loot I have just sentenced the whole table to be disrupted by several times every session.
TLDR: I don’t like attacks of opportunity, either.