After some more thought, I had another couple of semi-connected thoughts to add. One, yeah, veteran abilities should definitely be a thing, it'll help stir the mix and help builds that might straddle concepts. Also, if we have flexible playbooks, a player could approach making a character like Dr. Freeze from a couple of different directions depending on what aspects of that character they wanted to highlight. Maybe one builds out of Tank and another out of Mad Scientist (just to spitball a couple of concepts).So if Killer Croc and Bane and Mr. Freeze are all made with the "Tank" playbook (just as a for instance) because they're all big and tough and can take punishment, how do you allow for their other abilities that are less tied to their role. Bane's venom boost and Mr. Freeze's freeze ray and so on.
Is this just a matter of veteran advances allowing them to take powers/abilities from other playbooks? Or do you come up with a more traditional "power list" that many supers games do?
Also, I have decided I want to leave the option to not have have powers at character gen, but to develop them at some point. I'm not sure what that looks like mechanically, but for the moment lets call it a points reserve. What I'd like is for the player to be able to state in play, during a job, oh yeah, this is it right here, this is my origin story, and to be able to work that into the fiction.
Edit - I would also prefer to pick some types of character and ensure the rules do those really well, than to try and be everything to everyone end up up mediocre at everything, concept-wise.