I had a quick idea relating to the whole problem of buffed accuracy. Heres my suggestion: add a dodge capability to certain defense powers. This would function like a defense mechanism, but with one very important difference: it would never be measured against the enemys accuracy, level, or rank. It would simply be there, similar to the 5% chance of being hit. This percentage would be absolutely independent, even from the characters defense, and would be could not be stacked with the dodge probability on other defense powers, or be upgraded.
<ul type="square">[*]Example: Super NinjaX super reflexes character activates Focused fighting. This boosts his defense, and grants him a 20% dodge probability. The stats on his enemy would have no effect on this number: there would simple be a 1 in 5 chance he would be missed. He goes up against X enemy, who happens to be several levels above him, with an accuracy buff power running. With just plain defense taken into account, Super NinjaX has little in the way of protection. But, with the Dodge probability built in, he has 20% protection, no matter what. Enemy X attacks SuperninjaX, and the number first goes through the dodge probability. If the hero happens to dodge, nothing else is necessary. Dodged blinks over the hero, as critical does for scrappers. If the 80% wins over, however, the accuracy of the attacker is run up against the defense numbers on Super NinjaX, and he is squished, as his protection means little against the higher-level enemy and his buffed probability to hit.[/list]I know this seems a like it's complicating an already complex matter, but I think having an independent variable would go a little ways in making up for the deadliness of toHit buffs, which are, in effect, debuffs to defense-based powers.