Those are some good questions. I'd have to look at M&M, which I really should anyway since I hear almost nothing but good things about it. It sounds to me like those are good things for shaping the way the dice tell you what happens. Selective rerolls (action point types of things that let you reroll when you feel you need it) are a fantastic way of accomplishing the bell-curve skewing that I think a system designed to construct a narrative needs, especially if you're attached to the d20 or a similarly unskewable RNG. The different defense types are, equally, a core aspect to building a good game of that kind - you don't want characters to succeed at everything they try no matter what it is. Rather, I think it's good to make characters excel at their own specialties.
I know it is, by definition, impossible to get rid of freak accidents when you're using dice, and they lend a certain spice to the game that's part of the point of using them instead of flat modifiers. I don't think designers should try and fight their medium to that extent, but I do think that you need to give characters a feel that their success rate isn't just higher, it's more reliable, for the things that define them.
One of the things that has bugged me for a while, and this started occurring to me during my group's foray into Unknown Armies, was that they used a flat percentile system for everything. Even if you were a badass professional, at the top of your field, you had a 70% chance of success (as a normal human, anyway) at something if you were under stress. The whole system is an exaggerated version of the d20 with no modifiers, and they threw in a few mechanics that "felt right" to try and even that out for your special skills, which of course meant that if you wanted to feel useful you had to figure out which were likely to come up in the campaign or else compete with the other players and the DM to ensure that the story proceeded on your terms. Leaving aside their bizarre polarity decisions with the RNG, which I've ranted about at length elsewhere, you're locked into a paradigm with no room for diminishing returns or reliability, so your dedicated astronomer has the same chance of forgetting the Earth orbits the Sun as Stinky Joe the Hobo, because you share the same chance of rolling a 100.
Fighters in D&D have a somewhat stealthier version of the same problem. As is well known, a high level Fighter will roll natural 1s more often than a low-level Fighter, by virtue of iterative attacks. Basically, it seems like, your skill level shouldn't just change your odds of success, because that feels hollow and incomplete, particularly when you adopt rules denoting certain rolls as "special" (which I'm not inherently opposed to, since they add a vague sense of drama to each roll). In a well-designed system, your skill level needs to alter what failure even means, and it needs to alter the reliability of certain kinds of success. A level 20 Fighter should never drop his sword, no matter how poorly he rolls, without outside influence. It breaks immersion in the story, even if it's a tiny and inconsequential part of it. This is something we've all talked about before, it's just part of the overall thought process I'm trying to describe.
The conclusion I've come to in all this is that your RNG needs to scale with level. Kind of like nWoD, only less dumb. I don't think leaving things in the DM's judgment is, in itself, the most elegant solution. DMs exist partially to deal with exactly this kind of thing, but I think the system needs to include guidelines in its DM advice (which every system seems to have). Every game needs to be suited to its genre, but I think it's important to note that every DM needs to make an effort to suit themselves to the game, as well. Understand that, in D&D, for instance, you're dealing with Big Damn Heroes if you're past level 5, and you should rule their successes and failures accordingly. If you think it would've been a good thing to include in any of Luke's duels with Darth Vader, then it's probably okay - just understand that for adventurers, basically every day is like that, unless you're adopting a very different paradigm of play than the narrative construction one that I kind of assume for this sort of discussion. For instance, if you're playing a kick-in-the-door dungeon adventure with random encounters and loot, it's probably fine to let crit fails happen and fuck over a player, who can just roll up a new sheet. It can be pretty funny, and you usually don't have a mental expectation of your character's skill or the campaign's verisimilitude.
If you've got your system even vaguely well-calibrated, then the sort of situation I'm describing should be incredibly rare - maybe once every couple of years, if you're gaming regularly, will you run into this kind of situation in a party full of decent optimizers (utilizing rerolls and other ways of thwarting the RNG once you've got your modifier jacked up high enough). You need a lot of shit to go so badly that it's obviously the "wrong result" solely because of what the dice said. So, I guess in retrospect, I might be giving this sort of thing a little too much weight in my estimations. Still, it seems to be worth considering, for me.