I mean, those exact decisions are particularly the "I'm not interested in this game" aspect for me, since those are kind of two of the main points of D&D for me personally. But good for them making the game they want to play.
Also wouldn't have thought it before, but removing misses really doesnwork for me. Loses that sense of gambling and excitement thwt D&D combat posseses.
If you'd asked me a decade or so ago about the idea of attacks not missing I'd have said the same. But since then I've realized some things about mechanics that changed my mind:
1) A lot of non-d20 TT RPGs have mechanics such that, de facto, misses are extremely rare, and usually only unskilled combatant getting a spectacularly bad roll can outright miss without intervention from the target. People don't usually even note this, and you can play them for years without really catching it. Examples would be Shadowrun and most iterations of Storyteller. A skilled combatant is generally not going to miss - the question is - how hard are they going to hit, and how well will the target soak? So in real terms I don't think what MCDM is doing is very different there.
2) Many videogame RPGs, perhaps most, at this point, have misses either be non-existent or very rare, and even the few that use them, the odds tend to drastically lower than D&D (obviously excluding D&D-based and similar games like BG and Pathfinder here!), and that doesn't seem to make the gameplay in any way worse or even really more predictable, because it just shifts stuff around.
I'd also personally say I feel like there's a bit of a conflict between attrition-based play and having people miss/enemies save as much as they do in D&D and its ilk, like it's a design issue that hasn't yet been fully addressed by any edition of D&D or even any OSR game that I know of. Like I feel like the ultimate dungeon crawl resource grind TT RPG probably has less missing and less enemies saving than current d20 games have, but that's a whole other discussion!
For hyper-supweheeoic action, I'd go wrong something more abstract in action, like Powered by the Apocalypse.
The problem with PtbA is kind of weirdly a cultural one. The vast majority of designers who work in the PtbA space aren't big fans of D&D-style heroic face-smashing and stuff-taking and so on. To the point where the non-cancelled Dungeon World designer said if he designed Dungeon World 2, he's basically make a game that was totally un-D&D-like (which raises the question why you'd even call it Dungeon World 2). So there are no PtbA heroic fantasy games which really work for that - one could design one's own of course, but that's a lot of work. City of Mists sort of is adjacent to it, but like a lot of PtbA games, has a hyper-specific setting.
For an actual superheroes game though, PtbA has some great options - particularly MASKS which is honestly stunningly good design.