Some thoughts after reading through the Quickstart:
FASERIPness: I don't have any nostalgia for TSR Marvel* because I was a Mayfair DC (and DC Comics) kid. That said, I think it is kind a cool nod that also seems to make sense in context.
*Now Marvel SAGA is another thing. I really loved that system and think it had the potential to really have legs and make a splash in the TTRPG design space.
Dragonbane Initiative: YES! I love that initiative system.
Extra Successes and Stunts: One of my favorite supers games of all time was Brave New World. An idea new at the time from that system was that to do cool stuff, you did not ask permission and then suffer a penalty to the attempt. instead, you rolled and if you got extra successes, you used them to be extra cool. I am glad to see that in effect here.
Powers: We don't really know enough yet. Are these descriptions about it, or is the catalog in the book meatier? Is this a game about power rules, or GM adjudication of powers?
Enemy Stat Blocks: Boo! Trim those down!
Overall, I like what I see. I need to investigate the KS more deeply and determine whether there is a reason to back it or just wait for it to become broadly available. It is a Free League game so finding it won't be hard.
Both TSR Marvel games (SAGA included) were a big inspiration for the Invincible RPG. There are intentional callouts intended as homages for sure. I adored SAGA when I originally played it, especially the "scope" of what the mechanics chose to cover. It felt like it explained enough, covered enough of the iconic abilities of Marvel characters, but didn't try to over-explain and didn't take away the possibility of the GM ruling that something is or isn't possible that the rules didn't specifically cover. We like that balance.
Regarding powers, the catalog in the book is pretty comprehensive (the current list is more than 50), and the powers themselves are close in scope to SAGA - each power has direct mechanical effects, but since we can't possibly cover every potential angle, there is always room for the GM to determine whether a power can do something or not (and ways to give a sliver of a chance through "exploits" that cost Resolve, etc.), and we give guidance on that.
If you liked Marvel SAGA (as I majorly did), there should be a great deal to like here.
Also chiming in to add that stunts are indeed really fun in play, and we have more that we intend to do with that system.
And lastly for now, I've seen in a couple of places the feedback on adversary stat blocks being unwieldy, so I'll just say for now that the Quickstart is only a pretty condensed summary of the rules - there are other rules regarding adversaries that weren't included for space and time that will be present in the full game. While we want to present the characters with the same mechanics for the ever-present comparisons that comic fans like to do, we have in mind ways to streamline more during play.
Thanks for those that have backed! I've got a huge list of adventures that I'm champing at the bit to write, so fingers-crossed we'll get them unlocked in the stretch goals!