How would you suggest replacing things like Wall Running and such with other powers? Something like leg hydraulic jacks?
It doesn't replicate the cool factor of course and it's probably not as fast or possibly stealthy to use, but if you think of the applications of Wall Running, it's pretty much going to come down to scaling (relatively short) surfaces - 6-7m or so, on average if you're 2m tall? - and obstacle/foe evasion (running up a wall and jumping off, say over heads or a fence or to another surface). First off, you can get a grapple gun and do the exact same climb but better (i.e. safer) and to a much higher height with a cheap
Y purchase. Second, IRL I could "wall run" up a 4 meter wall myself (granted that's just getting my fingers around a 3-4 m high ledge, but still I could get up there with a simple-to-complex action after to hoist myself up, and I'm not magic or even a parkour person), throw in gecko gloves here and all bets are off as to the Power being 1 smidge better. i.e. Say you have a 5 STR, 4 Running and +3 Synthcard, that's 12 dice (average of 4 hits) for that same 4 meters on average (+2 for your height for ledge grab), that you'd be paying MAG for that you should/could probably talk your GM in to letting you do without the Power. Granted being able to run straight up in one action is faster, but the times you're actually going to need that speed (immediate foe evasion) are going to be few and far between, and therefore not worth the considerable 1 (
1!!) PP investment. If you can talk your GM into knocking back it's base cost, then put it under Geas and a Way, maybe then go for it. But otherwise, it's just very low bang for very high buck IMO.
Same goes Freefall and Gliding, you can get fall arrest systems and jump greater distances than you'll ever Glide - which both should generally be perfectly valid and fine replacements in 90% of circumstances.
Since you're not a highly optimized table, the rule of cool may be worth it, but really, these Powers are just straight-up overpriced IMHO.