@alaricdragon Yeah the "can't be removed" may be a little harsh. It might make more sense to have them "researched" over time with a cancel button in case you messed up.
The proposed power creep design doc would also give existing players a huge advantage. Power has diminishing returns though, in that the more mutations you have, the more they cost. You can see the original design doc for an example of this. Even the most power hungry players on the server can't even reach max level with that chart. That being said, the old design doc had no way to remove power from the game. Once you obtained it, you always had it. This adds a cost in: respawning power creeps costs power. It's minor, but I don't really think it needs to be that excessive if the diminishing returns are setup properly.
Power creeps in general I think will be very hard to implement into the game, or at least time consuming. I don't know how much effort the devs have already put into the system, since they have been in total silence about it. I have been poking around in the open source server code though, and I am thinking it might be possible to implement as a mod on a private server.... but I think I need to finish the rewrite of my normal in-game codebase before I take on that one lol.