I was just tryig to think of a (hopefully) easy, straightforward way for the devs to integrate some fresh, fun missions a little different than the standard "walk thru a map and queue powers in same-old sequence" or "now we time-travel and you have to play without your super-buffed upper level powers". Something like this would hopefully lend itself quite readily to the game code already in use so it wouldn't be a massive task to shoe-horn it into the gameplay.
I like temporary powers because the devs could be real creative, come up with some awesome ideas that are fun in the context of a specific mission, but which don't make sense or destabilize the game if allowed into regular play. A mish like this once in awhile, or in a specific zone, could be fun and allow you to play with melee powers if you're a blaster (hand-to-hand weapons you find or build) or ranged powers if you're a scrapper (you discover a case of experimental reverse-engineered Rikti blasters in the Crey lab you can use to bust out).
It is really just an idea that grew out of getting sick of getting trapped in the damn 5th column/council jail cells and having to break down the bloody doors over and over again with my own powers... couldn't you find something (a temp power) in the cell to help you bust out that made it a bit more exciting?
Obviously concrete story lines might not work for every origin you have developed for your own character, but time-travel level drops and PocketD/AE suppression fields, are worked into the game and I'm sure the missions could be made to work within the reality of the game... you get taken thru a rikti transporter and have your genetic makeup altered to reconsitute a modified, powerless version of you on exit (remember all those weapons getting deactivated on transport during Star Trek?).
I just think it could be fun and there is a lot that could be done with it to create the intermittant mission that lay outside the formats available now.
I like all the discussion though...