That's an odd take on superhero gaming going by the players' stated desires. You're going to spend a great deal of time investigating crimes and villainous schemes in most of those, with all the "talking to NPCs" and "following a story" that comes with that. It's also commonplace for individual PCs to have to use teamwork to stand any chance against single, much more powerful master villains, or even to face villains that can't be beaten by simply hitting them without discovering their weaknesses first. The better systems also mechanically support the comic trope of the hero suffering initial defeat and then rebounding to win a rematch, but even temporary setbacks like a TPKO aren't likely to feed into the power fantasy some of the group explicitly want.
I also question how many of these players could convincingly play a heroic role in the narrative sense, or even be willing to try. Some of them don't see NPCs or the world itself as relevant, just obstacles to their combat posturing, and that mindset doesn't rescue hostages, protect innocent bystanders, or restrain themselves to limit collateral damage. Even a villainous settings like Necessary Evil isn't likely to work, since running amok will simultaneously alienate the mundanes around you and call down the attention of the alien occupiers and their quislings - who are explicitly too powerful for the PCs to beat directly (at least at first), which again spoils the power fantasy.