Okay time to put down my thoughts on the defensive powers I've at least somewhat figured out.
Keep in mind I'm still thinking about how to price these in terms of XP. So you can expect them to change from what I have listed.
Enhanced Fatigue Recovery. Whenever you take the Recover Fatigue action you gain extra Fatigue back equal to the rank of this power.
Cost: I'm debating between linear cost of 20 XP per Rank and nonlinear(10 XP for Rank 1, 30 XP(total) for Rank 2, 60 XP(total) for Rank 3 and so on) per Rank.
Enhanced Healing. When Resting/Recovering each rank of this power subtracts 1 hour from the time required to recover 1 health point.
Cost: Same as above, debating 20 XP per rank or the same nonlinear cost.
Even more Super version: Regain 1 health point a turn per rank. This does not prevent death or allow the character to come back from death if all their Health Points become depleted.
Cost: Linear 200 XP per Rank, nonlinear 100 XP for Rank 1, 300 XP(total) for Rank 2, 600 XP for Rank 3 and so on.
Personal M/B/E/X armor. Each rank in this power increases one of the armor types the character naturally possesses.
Cost: 20 XP per Rank linear, 10 XP Rank 1, 30 XP(total) Rank 2, 60 XP Rank 3 and so on nonlinear.
Special: If able to manifest this as a force field or otherwise able to protect more than the source character it is highly recommended that this power now also cost Fatigue to sustain each turn in use at a rate of 1 Fatigue per each cubic meter or 2 fatigue for each additional person protected and taking a complex action to sustain for the turn.
Tactical M/B/E/X armor. Each rank in this power increases the armor types the character possesses but it now divides damage as though it were Tactical Armor. Also if all types are maxed at 10 the character's health points becomes effectively Tactical Armor points. As an example a Small Laser would do 3 damage to the character's health points while an Autorifle would have to strike with a Margin of Success(using AP rounds) of at least 6 to do 1 point of lethal damage.
Cost: Linear 200 XP, nonlinear 100 XP for Rank 1, 300 XP(total) for Rank 2, 600 XP(total) for Rank 3
Special: If it is to be used to protect areas or other characters the power no longer makes the possessing character's health points effectively Tactical Armor and the power must have it's own Tactical Armor pool that it uses to absorb damage. Use the same cost progression per Tactical Armor point as the per rank cost above. As with the standard M/B/E/X it is highly recommended it cost 1 fatigue per cubic meter or 2 fatigue to protect each additional character.
The last four ideas I have for this category are still barely in alpha stages really but I'll still put my general thoughts here.
Regenerative Tactical Armor/structure. I'm thinking about having a separate Tactical Armor power that just provides additional ablative armor to either the character or whatever they are driving/piloting. I'm thinking similar to but legally distinct from Ghost Rider's ability to repair damage to his vehicles and certain incarnations of similar to but legally distinct from Colossus.
The one that I'm really struggling with in terms of pricing is Drug, Poison, and Chemical resistances. Mostly that it would not take all that much to render such items all but pointless to use on such a character combined with I just really don't want to bog down things with focusing on too much subcategorization to counter act that.
Organ/Limb regeneration is also proving quite difficult for me to work out in a sensible manner.
The last one is Mystic/Psychic defenses. With how open ended all this stuff can potentially get I'll admit I might not create such frameworks at all but if I can figure out a way to keep it simple I will support it. Or even borrow from the Critters&Castles/Roadseeker stuff if that makes more sense.