I'm still new to the game, but based on a first reading I'm not crazy about the chargen rules either. I'll be hacking together my own point-buy system once I become a bit more familiar with the rules.This (Character Creation) is the main area in which I find the game lacking. I've come round to the idea that this is more about telling a story and less about limits as per traditional RPGS. But limits/guidelines can be a good thing! It's one thing to say "Marvel Heroic Roleplaying! Play your heroes your way, without limits!" It's quite another to say "Marvel Heroic Roleplaying! Play your heroes without limits, guidelines, or much in the way of idea on how to do stuff!"
I'm not a hater, fan boys, so don't drown me in your foam...
However it's simply wrong to say the game is "Play your heroes your way, without limits!". There are limits, but they work differently to most other games.
In most superhero games if A goes to grab B we typically look up A's relevant grabbing stat, B's relevant evasion stat, and roll to resolve.
In MHR the way you do this depends on the characters' abilities, powers, and the circumstances.
Mr Fantastic might grab with his Stretching d10, but he'd be hardpressed to add his Science Master or Vehicle Master d10s to his pool, or Absent-Minded Professor distinction d8. He's limited to what makes sense in that context.
Spider-Man might use his Superhuman Strength d10 if in hand-to-hand combat, but if the villain is on the other side of the room he'd probably be limited to his Web-slinging webline d8. If he bounces around the room and makes a series of bad jokes he could add Acrobatics Master d10 and his d8 Wisecracking distinction - or not, if say he was bound to a wall, or was fighting in an extremely loud room. More limits.
Or with the evading part, Spidey would probably use Acro Master d10 and Superhuman Reflexes d10 - you can't grab what you can't catch - while Collosus might get out of a grab by trying to break free with his Godlike Strength d12 - grabbing him is one thing, holding his is another. Shadowcat - Intangibility d10.
So why so many different ways of accomplishing essentially the same thing? Because that's how they do it in the comics.
I find it logical, simple, and effective, and it neatly sidesteps the problem of a character who shouldn't be grabbed being grabbed because they don't have a single specific skill at the right level.