Black Hole isn't broken. There's plenty of ways to protect against it, and the Interference Hole combo even has painful amount of startup. It's just a matter of managing your powers so that:
*You don't get BH-h4xed early.
*You have workable anti-armor for any feasible speed kills.
If anything, BH allows low range weapons like the Skyscraper Club to force opponents to stay put where they can't get away, which actually adds to the balance when such things have extreme trouble getting close otherwise.
Explosive Flame broken? I have to scoff at that. It's expensive and has limited range. Maybe with Power ATK+ does it become ridiculous, but otherwise, it punishes people who get cornered or deters people from getting close. Don't rely on it for the latter because it doesn't even hinder Super Armor.
Trade-Off, I can see the annoyance. It's a mercy that Super Speed is inexpensive per charge, but if you don't go with that, you'd still have to figure out how to wall TO or it will give you no shortage of problems. However, if you do wall it, the opponent will have only 1 HP left. Their survival becomes incredibly unlikely.
Mods in general are an issue unto themselves. It's telling when Overall DEF+, the most expensive mod in the game, is still too cost effective. Let me put this out there: it should be expensive ONLY to keep it from being mindless survival. It should NOT be needed to survive ANY mob abuse AT ALL. And it certainly should NOT make anti-armor attacks garbage. If you get hit by an anti-armor attack, I don't care what your defenses are, because you got hit by a harder to use attack and you should be penalized for it. Even if you're using an armor setup, you should be able to outmaneuver the attack reliably to begin with.
But, of course, since we would want to disregard that idiocy, I'll just point out that even if we ignore that attack powers ignore DEF mods, Overall DEF+/Health+ can be outpaced anyway by mere attack power boosts. 5 Stars/(Move)+4 multiplies attack power by ~3.57x, which outpaces Overall DEF+8/Health+6's effective HP multiplier of ~3.5x. And then there's enough room to add in even more stupidity like Evasion+, Shot Range+, Weaken+ (which screams free Energy Charge if you're wondering, because EC isn't freaking 8 spaces minimum), you get the idea.
Actually, yeah, I can see why Dash Charge Shot+ has stupidity involved. Although its melee counterpart Melee Combo+ is still more mindless and the melee offense mods cost LESS than the range ones. However, Shot Range+ is what deserves to be blamed, surprise surprise. Let's look at the stupidity involved with Shot Range+ if you don't follow:
*Capricorn Club's counterbalance to its strengths is an awful distance multiplier, but Shot Range+ neuters that.
*UNMANAGEABLE LOOPING. Looping works as the sniper weapons' close range incentive and a way to gut overreliance on mid range combat. It's broken when it HUMILIATES MID RANGE COMBAT.
*Predator Cannon's undodgeable backshot. It forces people to carry something like Super Armor just to stand a chance. And believe me: without SR+, the backshot actually starts being dodgeable even with capped homing.
*Weapons like Viridi Palm which are meant to have bad range in exchange for high effectiveness within their limited range become mid range horror shows.
*It makes certain weapons redundant. The Earthmaul Club for example has weaknesses designed to prevent it from being top notch range abuse. But weapons that suddenly need only 35 Value to match its range don't have any such weaknesses.
*IT'S OVERCENTRALIZING. If you need it to bust kiting, either you are thinking that you beat kiting by abusing a tool that also helps kiting, or the game simply did not check kiting properly.
Yeah, I had to put this out there.