They started at 250; we're up to about 270-275 now (I do 3 points a session with up to 2 points added and we've played 6 sessions) so their beginning to create custom skills or buy off the defects in their powers. When I started the game I had them make 100 point normals and then they added 150 to them. Not everyone spent all 150 points on powers, most only used about 90 and put the rest into Skills and Stats.
Things went in multiple directions this week. Players looked into some personal things for awhile before slowly getting into some of the plot lines.
The trick shooter character was approached by one of the quasi-villains they've encountered, a guy called Demon Arm, asking for his help in pulling off a heist of some old relic statues. Demon Arm said that he needed to do it to uncover the identity of the person behind the surge in the popularity and availability of a party drug in the Magic District and that if the PC helped with the job he'd be able to get the answer to just about any question he wanted answered. The PC turned it down because he didn't want to steal from a museum. The group tipped off the museum and the police but the villain was able to pull off the heist anyway, getting the help of another villain and one of the PCs who just returned to the game and was playing a new character (he ended up playing the guy like a villain and got caught by AEGIS private security). After the PCs found out that the place got robbed they left a message with the police saying that they'd warned them (you know, to make friends).
Two of the player continued their fighting of street crime, beating up a mugger and busting up a drug deal. Both times the martial arts PC left tips to the police. They are aware that presently their more delaying crime than stopping it. For the drug bust they easily managed to disarm and knock out all of the party's involved (ten people), who they then tied up using the mooks' own clothes and called the police. They also took the cash all of the mooks had on then and half of the money being used for the drug buy. With so many people involved and since they robbed everyone the police really only managed to hold the group for awhile. When all of the "criminals" have concussions and state that they where attacked by Talents all that remains is possession of the actual drugs (the PCs took the guns so they couldn't even file weapons charges against the guys). One of the mooks took the fall for the drugs so his boss didn't have to and basically everyone else is going to walk sooner or later.
I pointed out that previously they didn't want to steal from a museum in order to get answers that would help them actually solve the drug problem in the district but were perfectly willing to basically mug some guys involved drugs and steal large amounts of cash from them; profiting from the ongoing drug problem. Their answer was more or less that "they are drug dealers, it's okay to steal from them". Didn't have a problem with that, I just think it's pretty good gamer logic. I think I might start referring to both of them as "Omar" (for those of you who've seen the Wire).
The other two PCs went to the mountains to check out the massive mining machine being brought in and, for reasons I don't remember and might not have been explained, decided to try and slow it down to keep the mountain from being burrowed into. Both players had telekinetic powers but with different effects. The subtle player started putting sugar into the engines of some parts of the machine (he actually drove back to town to get sugar after estimating how much he'd need) while the aggressive telekinetic caused a distraction by throwing a tree at the AEGIS guards. The aggressive telekinetic tried to drive away (leaving the subtle telekinetic on his own in the woods miles from town) but failed three driving checks in a row and crashed into a tree in the team's fairly new armored van. He had to make the rolls in the first place because the AEGIS super-sniper managed to blow out one of his tires before getting a shot off at the subtle telekinetic. The subtle telekinetic managed to limp off into the woods and wandered back to town after a few hours but the aggressive telekinetic had to use his powers to basically pull a tree over his crashed van to keep the AEGIS guys from finding him.
The biggest achievement of the night was the group making a deal with John, the autonomous automated factory who they recently helped get legally emancipated. Since John now owns himself he can work independently for whoever he wants (he's on Craig's list but he thinks EBAY is a scam) and the group managed to get him to credit them construction time in exchange for the help they'd given him getting some contracts with the squatters (making fabber parts) and acquiring rare materials for him to use in construction as well as helping upgrade him (adding an ethernet port so he could use a printer for a start). John is by far their favorite NPC at the moment and probably their best ally.
So, over all, no huge battles or events; just a generally positive game with two half-assed borderline incompetent plans from the PCs. Just like it's supposed to be!