Neonchameleon
Legend
And I don't know if it's the system (GURPS 3e), the campaign (a supers setting riffed directly from Brandon Sanderson's Reckoners novels), the GM's handling of the "plot" (is there a plot? None of the characters know a damn thing about anything, so we're mostly wandering aimlessly) . . . but the whole thing is falling way beyond flat for me, and is coming nigh unto full-on cratering.
Truthfully it's probably a combination of all of the above (in addition to disliking GURPS and the plot being non-existent, supers is my least favorite speculative fiction genre by a country mile). But we're now 9 or 10 sessions in to the campaign. And I've played two other GURPS 3e campaigns that lasted about as long as this one.
So while my experience with GURPS probably barely crosses the "total newbie" threshold, I can say without any hesitation, after 30+ sessions of GURPS, I just don't get it.
Or more appropriately, I just don't get who this system is for.
Two things no one has mentioned. Firstly that GURPS Supers is just a bad combination. GURPS is full of gritty detail, and that just does not mesh with most superhero settings at all. And second that GURPS source books tend to be among the best researched and written for their setting/game style of any RPG source books I've read. I'd recommend them even for people who don't play GURPS.
As for who it's for - it's for the same sort of person who likes D&D 3.X (or to a lesser extent Pathfinder) but wants a gritty and realistic rather than a larger than life super-heroic game relying on Holywood Physics and Holywood Action Movie Damage. You have an extremely detailed character, fleshed out in a whole lot of ways from their skills (and there are a lot of skills) to their advantages to their spells to their equipment. Every physical factor is taken account of in a highly process-mapped game that takes you through the phases of physical combat in second by second increments.
Everyone has different experiences, but it's a danger so obvious that it is even called out in several places in the text as potential problems you may encounter - "Johnny One-Tricks" I think the are called in one place.
This is less of a problem for GURPS than it is for a lot of other systems due to the escalating costs for higher levels. I'm far more used to GURPS producing hyper-versatile PCs than one trick ponies.
Have you tried Marvel Heroic RP?
On that note have you seen the Sentinels Comics RPG? It's as close to a streamlined Marvel Heroic 2e as there is ever going to be.