Ace's answer was my "no think" response to the problem. The answer has been seen in the comics from Psylocke and a few other mentalist types. It also the anime answer to the problem of crunchy mentalists. The reason it took him so long to respond was the "working up of his nerve". Back on topic, anime inspired a character in my Supers game.
One of the most powerful, most useful, and longest lasting character in my Champion campaign was Malstrom (I think she made 400 eps, at a rate of 2-4 a week, before being retired). She was a mentalist in a light battlesuit. A little laser, some targeting senses, slow flight, some enhanced strength, and some good resistant defenses were tacked on to an average mentalist (telepathy, empathy, Tk, mind control, mental illusions, mind scan, and some enhanced mental senses). There was a lot more to her, but from a mechanics point of view she was really effective - a mentalist that could survive in a tactical situation. She was a low average combatant, and started as a low average mentalist. She was two characters in one... making the one quite above average in effectiveness.
Not that I am suggesting you do that here. The term very experimental is not something I would want to avoid. You could very happily be in a padded kevlar laiden suit with some tools (flashlight, night goggles, etc). But hey, if the GM likes the idea, I think a mentalist in light powered armor is a good thing.
Having an ultra car or ultra van for all of you non flying people is not a bad idea.
Next we teach all of us some martial arts and a little in the way of citymoving (the running, jumping, hurdling, along walls, walkways, and such in an urban environment).
About the game, we can assume that all this decision making and manufacturing is occuring off camera. We can move on to the action.
(Or if you want to try the battle armor option, we can throw you out in the suit into the course....)
corrected for spelling error