Legacy rules also could care less about the number of specific cost enhancements applied to your armor too.
Also, this list may help.
Suits
Power Suit: +5 Mechanus Gear, 26,650gp.
With Varia Upgrade: Adamantine (+14,850gp) & Protection from Fire (+18,000gp), gain DR 3/- & Fire Resist 10.
With Gravity Upgrade: Plate Armor of the Deep (+14,000), gain waterbreathing, immunity to water pressure and no penalties to swim (FoM is overkill).
Phazon: ? HealthSS, +11,250gp, immunity to disease.
Dark: ?
Light: Planar TolerancePH, +25,000gp.
PED: ?
Zero: Run around semi naked.
Fusion: As whatever armor, but cloth instead of full plate.
Arm Cannon (using a longbow)
Power: +X Longbow.
Long: Long RangeD358, +100gp, adds +20ft to range.
Charge: Hank's Bow instead of a Longbow.
Ice: Frost, +1, +1d6 cold damage.
Wave: Brilliant Energy, +4, passes though walls and such, pretty expansive so just buy arrows with this.
Spazer: SplittingCoR, +3, each attack splits into two separate shots.
Plasma: Exit WoundCW, +2, +1d6 damage and can hit everything in a line but a cumulative +4 bonus to AC applies.
Others: To many to care or afford, get creative with enchanted arrows.
Grapple: Rod of RopesCS, 4,000gp, shoot retractable grapple hooks.
Missiles
Missile: +Seeking Explosive, add a 1d6 fire damage 10ft burst effect and ignores concealment/cover.
Super: +Starburst, arrows become 20ft burst effects, to a fine creature a medium weapon is a siege weapon...
Seeker: +Splitting, either on the bow or the arrow.
Ice: Sudden StunningDMGII BluntMotW, adds Stun, fort negs DC 10+ChaMod.
Morph Ball
Ball Mode: ?
Boost: Land speed enhancements.
Spring: Most creatures kinda have the option to jump...
Spider: Slippers of Spider Climbing, 4,800gp, stick to walls Metroid II style.
Bombs: ?
Power Bomb: ?
Movement
Speed Booster: Boots of Striding and Springing, 5,500gp, +10 to land speed & Crystal Of Alacrity, 3,500gp, +5 moral to speed.
High Jump: Boots of Striding and Springing, 5,500gp, +5 competence & +4 speed to jump checks.
Space Jump: Winged MaskMiC, 13,000gp, At-will Fly, CL 5.
Screw Attack: +1 Valorous Armor Spikes, +4,350gp, 1d6+1+(str) x 2 damage on a charge, hit them with your body indeed.
Sense Move: Armor of Mobility, +15,000gp?, gain Mobility (+4 vs AoOs from moving).
Sight
X-Ray: Ring of X-Ray Vision, 25,000gp, X-ray sight.
Thermal: ?
Echo: Blindfold of True DarknessMiC, 9,000gp, 30ft. blindsight (not that you could see a damn thing).
Dark: Close your eyes *drums*.
Other
Suit Activation: Ring of ArmingMiC, 5,000gp, calls your arm and weapons.