It's pretty central to the topic.
The rules dictate the game-world reality, and that dictates what players are going to do.
"I got shot! It's bad!" leads to the lesson of "wear Dragonscale and other high-end modern body armors".
In a super-heroes game that's a sign that either guns are too mean or your supers are too fragile; maybe both. Either way, something needs to change; the low-effort change is to admit that you're playing a modern action game with special effects, not a super-heroes game.
thats a good point about combat in a supers game. Go read some comics. Look at all the weapons. Look at all the injuries. look at the recovery from those injuries.
Most of the combat knocks people out, rather than being lethal. Drop a building on Rogue, she disappears for a few rounds.
No one gets seriously hurt, unless its dramatically important (like because they couldn't make that session). No one dies, (unless they're leaving the campaign). And then they get better, when it is handy to have them do so (the player came back).
So, bad guy goons need to shoot like Storm Troopers (or good guys need high dodge skills). To ensure they're a threat to mundanes, but not a lethal threat to heroes.
Villains highly dangerous powers need to stun, disable, or knock-back our heroes, not kill them.
This is all probably best accomplished by being hard to hit, and having a higher resilliance to injury.
On another topic, when the PCs come up with a clever solution to use their powers, the GM needs to say yes. This rewards clever use of powers, rather than punishing them for not carrying the right gear. If there's a concern of abuse, then consider adding a cumulative 5% chance of failure for each consecutive use. Always roll the success chance behind a screen (especially the first time, where there's 0%).
This represents that it was a crazy idea only a desperate hero would try. Which is why it worked the first time.
What you don't want happening, is for them to find a highly effective combo that makes everything easy from then on out. Then you've got the inverse of the Kitchen Sink problem, you've got the One Trick Pony problem.
You don't want One Trick Ponyism, as this is another form of arms race. To make anything challenging, you'll always have to thwart their trick, and after awhile, it becomes blatantly unrealistic that every bad guy just happens to have the means to be prepared for it.