Re: [M&M 2nd Ed] Power Levels
It depends what sort of powers you're envisioning - the ability to push planets out of their orbit, or levitate a fork? In either case, you might want to consider giving less than the standard 15pp / level, in order to force the PCs into narrower, more focused building choices.
In my experience, M&M 2e breaks down at less than PL 5. Things like critical hits and situational bonuses become disproportionately significant compared to the PCs's base bonuses. So my advice would be to go no lower than that, unless you're prepared to do some house-ruling to bring those modifiers into line with the overall smaller numbers on the character sheets.