So, for those unfamiliar with M&M's PL system, it sort of acts as a combination of guide for how many points your character is built on & and upper limit check for 1) your To Hit bonuses & amount of damage you do with the attack, 2) your defensive bonuses and the amount of resistance to damage you have, 3) Fortitude & Will saves (for resisting physical & mental effects), and 4) Attribute & Skill bonus.
Example: If you have a PL 10, your Attack Bonus and Damage for any attack is capped at 2 * PL, so a total of 20. That means you can have a Strength of 10 and a total Attack Bonus on Unarmed Attacks of 10, or a Strength of 12 and a total Attack Bonus of 8, or a Strength of 6 and a total Attack Bonus of 14; any combination that totals 20. Averaging out (Strength 10, Attack Bonus 10) means that at that Strength level, your character can lift 25 Tons. With Strength 12, you can lift 100 tons (each point is double the value before it). At Strength 6 (minor superhuman level), your character can lift 3,200 lbs. So, the system ensures that your character doesn't have an overwhelming attack with lots of damage and lots of Attack Bonus. Same with the Defense/Toughness cap; it ensures that the better you can dodge an attack, the less capable you are at shrugging off the attacks that do land.
The other thing is the 'scale' of each PL. The general 'starting point' for M&M is PL 10. That gives you a character on par with (using the DC characters) Booster Gold, Cyborg, Batgirl, Beast Boy, Kid Flash, Mera, Cosmic Boy, and Brainiac 5. So, an average member of the Titans or Legion of Superheroes. Superman & Wonder Woman are at PL 15, Robin & Arsenal are at PL 8
Now, mentioned in my earlier post above, the new Quickstart CGen for M&M speeds up the process and simplifies it for players new to the system by a phenomenal degree. It's actually quicker to make a M&M character using Quickstart than it is to make a character in 5e D&D now, IMO. So right there, you're lowering the learning curve of the system by giving new players a highly accessible way of creating an effective character and letting them see what the values mean through gameplay experience, rather than having to read through the rules and make the calculations themselves.
Finally (sorry for the length here), ideas from my own long-gestating plans for an M&M OC game in regards to CGen:
-Players are limited to a maximum of 1 PL 14 character, 2 PL 12 characters, and 4 characters of PL 10 or less; total of 7 alts. If a character reaches PL 12 or 14 through experience and the player already has the maximum number for that slot, they need to drop one of the characters or put one in storage. I think this allows for a good balance between maximum number of alts and room for character growth.
-Players are limited to 1 Legacy Character and 1 Homage character. The Homage character is fairly obviously based off of a major Comics character, but has some unique changes to make them slightly distinct. A Legacy character has some form of heroic legacy tied to them; either the Legacy has been handed down to them (Captain America passing on the shield and name to...) or they're starting a Legacy that's defined by the player getting to craft specific lore around their character (Atlantis, Amazons, Super Soldier programs, alien species, mystic traditions, 'fictional' nations, ect.).