Vyvyan Basterd
Adventurer
I think you're too focus on what YOU want specifically. That path is bound to lead to disappointment. I think the better approach is to look at what the game is in general, and how well we can adjust that to suit our specificity.
In general, I like inspiration/GMs friend/Fudge/Fate/luck etc etc but as to the specifics...well, I'll wait to see Inspiration and how it works in this game.
That's just it. There is no "what the game is in general" yet. This is the playtest phase and *gasp* I'm expressing my opinion on what I'd like to see in the game. If you have an issue with me expressing my opinion that path is bound to lead to disappointment.
I'm not entirely sure "exhaustive" is what I'd call Marvel Heroic. I've read through the rules as I was super excited to see how it did things after hearing so many good things about it. I've watched youtube videos of people playing it to see if I was missing something, but in the end all I can figure out about the game is that it's a dice adding game with a story attached.
You are completelty missing a MAJOR part of the game.
Being Wolverine doesn't actually give you any benefits at all. Your claws don't do extra damage to enemies compared to people without them.
His claws do what they do best, turn other's melee attacks against them using his Adamantium Skeleton SFX.
Your regeneration doesn't have any real effect over someone's forcefield.
I don't know what effect his regeneration would have over someone's forcefield in the comics either, but if there was some weird usage I'm not imagining, that would be handled by spending a PP and stunting off his Godlike Stamina. And the fact that he can spend a PP to fully recover physical stress while other heroes and villains cannot makes him very much like the Wolverine I know.
He can also use his Berserk SFX to heighten his fury in combat at the cost of increased tension in the scene via the Doom Pool.
All of them are just dice that get added together in a pool and your individual powers are inconsequential most of the time. If two dice pools get added up to the same amount, the powers that make up those pools don't effect the game more than the DM chooses to make them effect the game. Which is normally a short description about how you hit the enemy with claws or an energy beam.
Not my experience at all. The SFX of each hero makes them what they are. The approach the player's choose makes a difference. The player of Cyclops can use his Russian Farmboy Comrade approach to talk a Russian villain (Titanium Man) out of destroying D.C. in search of Tony Stark (actual gameplay example). You can "damage" opposition in three different ways. And the real crux of feeling like a super hero is placing Complications on your target. There is alot of freedom to the game and it rarely came down to just "I hit with my claws" in any of the games I've run so far.
I'm not advocating for these rules for DDN. I've tried to picture a satisfying hack of the MHRP system to fantasy and didn't come to one that felt like D&D to me. But borrowing a piece like the roleplaying XP awards over a more generic mechanic like Inspiration appeals to me much more.