First of all, welcome to the fold! V&V is my favorite superhero RPG, and it's a great game.
Jeff Dee used to have the V&V rules upgrade on his website, which included point buy for powers. Here is a link to the site
http://www.io.com/unigames/vandv.htmlThat should still be a good link, can't verify it at work though.
But, let me just mention, V&V isn't a game about point balance. I never found trying to make it point buy work any better than just eye-balling it. It might take a little experience with the system, but don't be afraid to say "I think that power is a little weak compared to the rest of the group, so let's soup it up some".
The biggest screw-over my group ever felt with powers was when most folks rolled on the high-side of powers, and then one guy rolled the minimum. A good way to get around that is to just let everyone have X number of powers - heck, as the GM, you could roll the d6+2 and say "here is the number of powers each person gets for this campaign".
On the actual power generation side, our fix was this:
Pick 2 tables and make the power roll. Record both options, and what tables they came from. Do this for all of the powers you generated, then go through and pick one from each set. Our group typically picked skills as the second table, since it gives you the best option on not rolling duplicates (as well as giving you heightened stats to help round out concepts).