rolled 18 = 18
>>147776832nd edition has more support (ultimate power and mastermind manual are good splats) than 3rd.
3rd fixes more than a few problems and gives a saner progression table and less ways to dick with progression without huge costs. They also removed containers for less abusive things.
Cons of each. 2nd edition has wonky range things, area, and other progression table related things. To not clear entire blocks as a PL 10 character you have to pull your punch on your attack to such a degree it's pointless throwing it unless it's a bunch of minions.
3rd edition uses complications purely for most drawbacks. Meaning it's up to your DM for what it does. Superman exposed to the famous green crystal drains his con one day and makes him a kid the next. Really up to the DMs mood if it's included and just how bad it is. So with a DM with a passion for making players miserable fro their own choice your addiction could be con drain going to kill you or you passing out for no reason when they find it appropriate. This can work to some degree but you can't even put it on powers anymore for quirks unless you want it to be a hero point mining thing. Granted gaining a power point back is a big thing with AP and DMs can't find times to make everydrawback come into play so it has it's reasons, but being a crucnh person who loved to make everything work with drawbacks weighing down NPCs and PCs alike was fun for me so I'm bias. Also 3rd has horrific layout format wise but that's neither here nor there.