We are playing a Mutants and Masterminds campaign in the Eureka Seven universe and using R505 Sumner model LFOs. The GM has already statted out the mecha in the system. We get to customize it a little and outfit our pilots with equipment, skills, and feats. There are no superhumans in the setting.
How can I optimise a Pilot for mecha combat and occasional non-mech ground combat?
All I'm looking for really is suggestions on the human pilot aspect. I'm looking for feats that (for example) make the PC a better pilot, skills besides Pilot that might help combat, or feats that make the mecha better. I am not allowed any Super abilities.
My GM is setting the Power Level at "approximately 2" and giving us 22 PP. Quoting my GM:
The power level is approximately 2. power-level 1 or 2 not sure yet all that u will NEED is 40 equipment points a feat and skills i think one and a half so about 22 PP i think
Also not allowed to have above Human stats. because we are all human and either military or Ex Military.