I try to focus more on the concept than the actual mechanics. For example-
Concept- Half-Demon Ouranomancer (space control for those not versed in latin roots or greek myth) who uses a sword to focus his abilities.
Build at Chest Deep:
Incite Effect (Ouranomancy, with Weapons)(Range, Physical, Area) [-4]
IoP: Space Sword [+2]
Spatial Control: Adds Potent, Selective, and Defensive trappings to Incite Effect. [-3]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch [+3] is holy objects.
Build at Snorkeling (13 Refresh):
Incite Effect (Ouranomancy, with Weapons)(Range, Physical, Area, Potent, Selective, Defensive) [-7]
IoP: Space Sword [+2]
Warpcutter: As All Creatures are Equal Before God. [-3]
Inhuman Toughness [-2]
Inhuman Recovery [-2]
The Catch [+3] is holy objects.
Numerical Prodigy [-3]
Build at In A Submarine:
Incite Effect (Ouranomancy/Chronomancy, with Weapons)(Range, Physical, Potent, Defensive, Area, Selective, Persistent) [-8]
IoP: Space Sword [+2]
Warpcutter: As All Creatures are Equal Before God. [-3]
Teleportation (Rapid) [-3]
Supernatural Toughness [-4]
Inhuman Recovery [-2]
The Catch [+3] is holy objects.
Precognition [-2]
Numerical Prodigy [-3]
I'd be happy to play any of those. I keep at least ten concepts like that ("half-demon ouranomancer, empathomancer, half-metal elemental, emissary of Pestilence, astromancer dragon scion", etc) just floating around in a word doc on my computer in case i happen to need speedy inspiration.
Edit: It's possible I wasn't clear, so i'll try to make my point here- All of the above builds are capable of basically the same thing (ouranomancy, which is the concept), but their only real difference is how it's done or how mechanically powerful it is. The enjoyment for me comes out of playing a powerful concept, not a powerful build.