I usually post about overpriced disadvantages - the ones that give you more points back than they deserve for how much they hassle you.
In my experience, there are some that are underpriced. You don't get a lot back for what it does for you.
Wounded - this might get takers at -10, but not at -5. Open wound that's vulnerable to strikes and to disease? It's beyond an Achilles' Heel and all the way to Hectors's Sucking Chest Wound. No one takes it because there are many less-worse things around for -5.
Overconfident - people used to complain on GURPSNet-L and the forums (and might still do so) about Overconfident when it was -10. "It's free points for acting like an adventurer!" No, it's points for acting like a better adventurer than your scores say you will. People playing this right tend to take risks they shouldn't because their PC believes he or she will succeed where others would fail. Then the PC fails, and eventually dies from it. -5 is okay, but it's on the stingy side for how many PCs I've seen dead from this one. In a dangerous, 50/50 situation, this is 5 points you pay for in spades.
Berserk - -10 makes it easier to deal with in terms of self-control rolls and enhancements/limitations, but it's also kind of stingy. -10 for having no defenses, plus some bonuses. Yeah . . . I felt it was fair at -15. It's a character-defining trait beyond ones like Lecherousness and Greed and a strong Phobia. In a fight-heavy game, it's a certainty that the points you get for this can't buy you enough to make up for it.
It's a fun disadvantage, but that's not a reason to discount its value. All good disads are fun to have on your sheet. But Berserk seems a little chintzy at -10.
I'm not offering to re-price these (maybe Wounded, though), but I do think they cause more harm than you get back in value, even if only by a small amount.
What costs bother you?