Balance is important in the game, and it starts in the beginning of it. I mean, there are differences between powers (too much in my opinion) but you can elude this before you even change/modify some powers !
In my games, all players throw 2D3+2 for powers instead of 1D6+2. 'cause there's a big difference between a player that throws a bad 1 and another with a lucky 6
2d6+6 for every characteristics. (they play heroes after all)
As i saw it here (can't remember who did that but i found it reaaaallly good) when a player throws on table for powers he has a choice (with the same throw) between the table he choose (devices, powers, magical ..) or the table for skills.
All my players are happy with that.
First it's more choices between different powers.
Second, when you have a power that you don't like, you can still choose a skill instead.
Third,the characters made that way have more hits points and power points, so the players are less afraid to battle if they have to.
05 as a base for HTH is not enough according to me. As i consider it's more difficult to hit without a power than with a power, i've decided that the base to hit with HTH is just below transmutation (09) which is the lowest base of all powers with impact (i do not consider mental powers).
=> 08
Remember that the characters can use a weapon (club, sword, axe) in HTH. And they have bonuses that way. Allow/encourage them to use one, it even 'customizes' the character
Sure they're still big differences between power blast and HTH but it's diminished a little
And the difference is dwindled if the 'HTH character' has others forces/powers
Most of the powers make 2D8 of damage. Others only 1D12 but there is other stuff with it. I really did not understand that 1d20 for power blast, as it doesn't have drawback(s).