One thing I like about GURPS is that starting point values are extremely flexible. You can start from a very low base or all the way up to an extremely powerful base character with organic support for starting at any of those levels of power.
Want to run 25-point characters who struggle with everyman tasks? Great! 100-point would-be heroes just off the farm? No problem. 1600 point superheroes? Done.
But what starting levels do you use, and have you used? What ones do you like to play at? (If you can, write it as points+disad limit+quirks, it's just easier to parse that way)
Currently I'm running a 250+50+5 Dungeon Fantasy game. My previous game was a 150+40+5 3rd edition game that turned into 4th edition, mostly, when it came out mid-game and I needed to playtest my rules for GURPS Martial Arts. I've had a lot of experience making characters in 4th edition, but this DF game is really the first I've GMed totally from scratch as 4th edition.
I tend to like powerful starting characters - I'd rather start people at the Grey Mouser or Conan or Ogami Itto or Wong Fei Hung and then have adventures there. But I like the old "even a rat is scary!" level of play with lower-point and more fragile guys, too, for a change of pace.
I always cap disads, too, after my first big fantasy game that ended up with people with around 120 points worth of Enemies and so on just to get some extra points. We never ended up with those legendary wheelchair-bound blind greedy deaf psionic half-bunny guys hunted by Interpol or whatever, because I'm not sure how you let that happen outside of a GURPS IOU game, and I never got into that style at all. I've only seen them in discussing of how GURPS sucks, not in actual games.
In the past, mostly in older editions of GURPS. I've run games with everything from 50, 75 and 100 point guys (my infamous pirate game - at least infamous to my players), to 100 point basic starting guys (the old default), to 150 point guys, to 300 point special ops troops (my post-apoc Mutants & Mayhem game.)
1st-3rd edition GURPS basically gave you a lot more bang for the buck. With a curved stat cost, higher point costs for physical skills and lower for mental, and some very odd prices on very powerful abilities (Eidetic Memory I for 20 points in 1st ed, I'm a-callin' you out.) So point values were a bit lower for the same effective value of the character in 4th edition. If I re-ran my pirates game, we wouldn't do 50, 75, and 100 point guys because they wouldn't hold up, but I might do 75, 100, 125 and get the same feel. And so on.
But yeah, what point values do you guys play at?