Yeah, my point is modern vs naive. HERO/Champions is ancient, largely naive design, only tweaked gradually to modernise it. Steve Kenson is a designer I think of as part of the whole modern thing. SAS, M&M and so on show clear attempts to move Supers towards a modern, genre-supporting design. M&M is a genuine example of working towards a market, given the d20 mechanic, which I suspect he'd rather not have used, but attempting to avoid as much of the d20 baggage as possible. And this is, for my money, modern design. Early-modern but modern, conscious stuff. Looking at his bibliography you can see even since the '90s he's been involved with games which take an increasingly conscious approach to design, and aren't merely "here's a system, how do I represent things in it".
The problem is M&M is exactly the example of a deliberate compromise in design, and not just in using a D20 (the specifics of M&M's evolution as a D20 derived game may not be well known, but they aren't exactly a secret, either). To show the contrast, to look at a game where he deliberately moved toward harder genre focus, look at Icons, and note it and M&M overlapped in design period, so it wasn't a case of him not being entirely aware of how he wanted to go about things; it was that the two games were serving different audiences, and he was well aware of that.
I'm sure that's true but that doesn't make it typical or common, and I think most of the times I can think of designers saying things like this it's been a matter of "we could use a better mechanic, but the audience is used to this one" and there's an underlying vibe of "and we don't think they're smart enough or daring enough to change", which I think at least in the modern era is underestimating the audience (I feel like it was at all times except during the d20 boom, but YMMV).
I think that's a poor reading of what's been said; as I note Kenson has outright said "Icons is closer to what I want, but not everyone wants what I do". That and the fact for a number of years M&M was probably the most successful SHRPG on the market (including during periods when other more genre-hard games already exist) suggests to me, again, that what people want out of a game is not exactly what they want out of a comic book, movie, or TV show (and I'll note the expectations for those three aren't identical, either).
These are to me "inside-the-box" things that evolved from when it becomes obvious the system is failing at supporting something about the subject matter, rather than conscious design - i.e. reactionary corrections. Not sure what you mean re: disadvantage system though.
I happen to have some history with the system's development and you'd simply be wrong. Most of them were consciously done right out the gate because people realized that there were areas where super universe reality simply didn't match up with real world expectations. The damage done by high strength was absolutely a case of this for example (as was the damage system in general), because its always been notable that attacks in superhero settings that will blow through walls rarely pulp enemy supers, even ones without avowed high levels of toughness.
The Disadvantage System was put together because (and this is not entirely unique to supers, but its particularly pronounced there throughout its history) superheroic characters are generally defined both by the things they do well (their skills and powers) and the things that hold them back (a wide range of disadvantages). As such the reward system in disadvantages was designed to encourage people to put such things on characters without forcing it. You can argue there have been better takes on that since then (the reward-on-trigger of things like M&M Complications, say, rather than reward-up-front) but its an explicitly genre-support tool.
I'm not sure I understand what you're getting at here. Could you expand on this?
A lot of people would be perfectly happy doing something where they simply had a number of, say, "preparation points" where they could retroactively have an item/set up a place/found out some information that they need to do something and get on with the actual heist; the flashbacks and focus on the set up that is at least part of the genre, however you care to handle it, just isn't that interesting to them.