Attacks adds width for the sole purpose of additional damage if and only if the attack in question hits, thus I can have a power with 3d and +7 attacks and still never hit anyone ever, but by god that slow unarmored percent of 28% of the time is going to get hurt.
Also, IT LIVES ONCE MORE
Sorry this took so long! It's been a little bit crazy for me over the past week or so.
Well, I would recommend checking with you player to see what specifically he's looking for - specificity is your friend, especially with the limit of points available, but I'll see if I can kludge something together. Since this one is a bit more open-ended, I'll try and leave a few options for the flexible ones.
Since our intrepid technopath has two different sorts of powers he's looking for, he'll most likely need either two separate power sources and permissions, or a veeeery open-ended source with Super, so he might want to take a look at intrinsics to buy that down a little. I'll be assuming that we're working with Super here.
Next, we'll take a look at the actual powers themselves. Fortunately, I have both read Starship Troopers and seen the (relatively abysmal past the first) movies, so I know what you're talking about with the psychic. The one in the book had the ability (called a Talent, appropriately enough) to detect minds or living things at a distance, and the ones in the movies can read minds and communicate via touch, so why not combine the two? Call it telepathy/technopathy, even split, with the ability to detect and communicate with either minds or artificial networks.
On to the tech powers, then. Our intrepid technopath is in powered armor. As I recall from the book, the suits worked on a principle of force feedback amplification - in layman's terms, it magnifies your efforts. We'll use that as simply hyperdice in Body, attached to a suit focus providing some Hard Armor layered with Light Armor. In addition, we've got two other things to look at: Creation of robot minions, and general command and control. Based on the powersets you've outlined, the character will be able to provide control at a distance while in the suit, and only by touch using his technopathy when outside of it.
Let's get started!
Power: Telepathy / Technopathy - Miracle (Perceive / Telepathy with some tweaks.)
Dice: 2hd (Reliable, will always work, and a couple of key flaws means it's not overpowering in effectiveness or cost.)
Qualities: ADUUU (So, we can attack minds and computer systems, defend against mental attacks, detect active organic minds and active artificial systems, read minds and systems, and communicate without language with systems and sentients. Big power, by the way.)
Attacks (Also, I Can Kill You With My Brain!) - Capacities: Range (But see below)
Extras: Non-Physical +2
Flaws: Touch Only -2
Total Cost of Attacks: 2 points/die
Comments: Our intrepid hero, using the dice and extras here, can do 2 points of shock and killing damage per turn with a touch and ignoring armor and other physical defenses. Initially, the attacks, mindreading, and communication are touch only, though they have a range capacity. If your player is interested, he can buy off this restriction at a cost of 2 points per die or 4 points per hard die, per quality, generally expanding the flexibility of the power.
Defends (Strong Mind) - Capacities: Self
Flaws: If/Then(Mental Attacks only) -1
Total Cost of Defends: 1 point/die
Comments: As his telepathy and technopathy are currently touch-based, our hero is only fortified with them against mental attacks, but then, that's what his armor is for.
Useful (Mind Detector) - Capacities: Range
Extras: Radius +2, Booster +1
Flaws: If/Then(Conscious Minds or Active Artificial Networks Only) -1, Delayed Effect -2
Total Cost of Useful: 2 points/die
Comments: Based on the Perceive miracle, the character can detect conscious minds and active systems in a 200 yard radius, but it takes some time.
Useful (In Your Head, Readin' Your Thoughts) - Capacities: Range
Flaws: Touch Only -2
Total Cost of Useful: 1 point/die
Comments: Simple enough, the character can read thoughts at a touch. Be aware that telepathy is one of those possible game-breakers, so at the very least an unwilling target should get a stability roll to resist, just don't make it a trauma check!
Useful (Speak Without Words) - Capacities: Range
Extras: Controlled Effect (AIs or Sentient Living Creatures) +1
Flaws: Touch Only -2
Total Cost of Useful: 1 point/die
Comments: Our plucky hero can telepathically converse with any sentient mind or semi-aware network interface as long as he can retain physical contact. He can use this to command his robots when out of the suit.
Total Cost of Telepathy/Technopathy: 7 points/die, so 2hd costs 28 points.
Powered Armor with Synthetic Creation and Control System:
For the hyperbody stat and the 'armor' portion of the armor, I would recommend flat-out using the premade powers Powered Exoskeleton and Reinforced Armor Panelling from page 167. The first is a normal Hyperstat Body that only works when the armor is on for a total 9 points, the second is a 4HD light armor / hard armor combination that costs 40 points and limits your telepath to a physical initiative for width of 2, but it also gets rid of 4 width of any attack with 4 light armor for anything that's left. If this is too expensive, drop a hard die or two, each one costs 10 points. The flaw on the armor being bulky actually complements this character's playstyle, as his psychic abilities are dependable but not fast, and you've got a gang of robots, so use 'em!
Now, onto your robots, shall we?
Again, I must say that this was left very open, you can give these robots all sorts of abilities by using the Attached Power flaw, but as it was left vague, a simple power is what you get.
Power: [CharacterName]'s Universal Robots! - Miracle (Minions! First person to get the reference gets a point of geek cred.)
Qualities: U
Dice: 8hd
Comments: We want hard dice because we want reliable minions. You're getting 8 of them for having 8 dice, period, but if you use hard dice you make sure that they're considered to be 'expert' minions. With this power, I chose to go with quality over quantity, your player may choose differently. Just be aware that the ability to permanently create infinite minions at will can get broken, fast - thus my little touches.
Useful (Small Robot Army!) - Capacities: Range
Extras: Permanent +4
Flaws: If/Then(Only 8 (current number of dice) robots maximum can exist at a time); Delayed Effect -2, Focus(Powered Armor)-1
Comments: Alright, so your dude has 8 robots at any given time, and can reinforce losses back up to 8 using this power. Robots take some time to teleport in / be manufactured, so it's not instantaneous resummoning. A minion pool of 8 dice is still pretty useful for most tasks that don't require stealth, and as the power doesn't have the 'Always On' flaw, you can just unsummon/disassemble them. As you asked, the power only works in the armor.
Total Cost of Useful: 2 points / die, bringing the cost up to 32 dice for 8hd. But wait! There's a (little bit) more!
Power: Command and Control System - Miracle
Qualities: U
Dice: 2hd
Comments: Because otherwise your robots won't listen to you.
Useful (Distributed Communications Array) - Capacities: Range
Extras: Booster (Range) +1
Flaws: Attached ([Character Name]'s Universal Robots!) -2, If/Then (Verbal Commands only recognized while in Power Armor) -1
Total Cost of Useful: 1 point/die, for 4 points for 2hd
Comments: Your robots will always obey your character's verbal and tactile technopathic commands, and will instantly relay these commands to other robots within range that do not themselves receive the command.
This one totals up quite a bit more expensive than the other. Total cost assumes that you either have all powers off of one Super permission. There are cheaper ways to do it, but they add complexity. Everything all together including required Super permission would run you... 128 points, if my tired mind is working correctly. If you want to trim, the place that I personally would be inclined to look would start with the armor. Your player also might want to try to attach other powers to the Minions power, maybe giving them ray guns with the Harm miracle or adding to their toughness with Light Armor, or maybe even your player doesn't want a small army of robots but instead would like an army of small robots, in which case you could attach Size Shift (smaller).
Hope you like it! Messing around with everything makes me want to make a dude whose sole power is summoning a pack of velociraptors, only instead of movie-style giant raptors they're feathered little adorable turkey-sized carnivores.
Also, should I cool it with the double posting or the giant posts? I don't want to be a dick.
Edit: Might I just say that this, of course, proves that literally anything is preferable to dealing with taxes all day long.