Depends on how awesome you want your power armour to be. Is it slow, meandering suits...or fast, powerful suits (ala Space Marines and their ilk).
Good things about generic power armour:
-enhanced strength
-excellent ballistic protection
-(possible) enhanced speed
-atmosphere protection
-load carrying capability
-Sensor suite for information gathering
Bad things about generic power armour:
-Poor visibility
-Limited power/oxygen/fuel
-Poor mobility/flexibility
-Limited manipulation of limbs/hands/claws
-Slow
-Poor reaction time/initiative
-Power unit subject to EMP or shortages etc.
I always like balance in my units. If I'm making a game, I like to keep from creating an "uber" suit or unit. My buddies and I always talk about adapting those old 2nd gen rules for Warhammer 40K ---- they released a set of rules which portrayed space marines on the table as they were in the books/fiction. Meaning a 1,000 pt. game had perhaps five space marines who would kick the crap out of everything on the board etc.