Jackelope King said:
Out of the box, ValhallaGM has it about right
Thank you for the compliment.

Though note, that's not my correct pseudonym.
Jackelope King said:
There are still a few issues (such as the system for Knockback not fitting non-supers games very well, the Time & Value Progression chart taking a decidedly silver-age path once you start reaching higher levels, and the weapons presented in the equipment chapter being painfully weak), but these are really very minor.
I agree, those issues are pretty danged minor.
1) Knockback actually works in any quasi-cinematic game. It's dependent upon the difference between the damage and your toughness bonus (modified by impervious, size, and powers); if someone doesn't hit hard enough then you don't move. We've all seen fantasy, science fiction, and modern action movies where a guy takes a sword/blaster/shotgun to the face and flies back a foot or five (or fifty in the case of some giant fantasy monsters ala D&D) before falling down badly hurt. Even games where it usually doesn't come up, it's good to have for those times when it
should come up.
My personal house rule for especially realistic games is that only really big monsters (or super-weapons) cause knockback, but even that's not generally necessary.
2) The Time and Value Progression chart does get pretty wonky at those high values, but if you're playing at a PL higher than 7, why are you looking for realism? Eight is the PL where people can (without hurting their concept) be as tough as a tank. PL 7 allows warriors of fame and heroism, that can turn an entire battle by simply being that good. PL 8 is entering into the realms of legend, such as Achilles, Hector, Ajax, Odysseus, and others. PL 10 is the point where you can shake a nation, single-handed. PL 12, you can take a nation single-handed, and shake the world. PL 15 you can take, or destroy, entire worlds (it only takes +52 damage to destroy the Earth as a full-round action). At PL 20, you are a force that can affect the entire cosmos, no matter how many planes there are.
3) The weapons themselves are, I've found, pretty representative of real world equipment. A 9mm handgun will, on average, seriously injure a normal person (10 con, no armor) for two shots, disable him on the third, make him dying on the fourth, and (if he's still alive) kill him on the fifth. On average, a blast of buck shot will drop an average person to disabled on the first blast, dying on the second, and dead on the third, if he doesn't bleed to death before you blow his head off. If you treat most people as minions (as you probably should) then they go immediately to Dead with the first shot, 85% to 95% of the time.
For really scary folks, Favored Opponent and Sneak Attack allows them to kill even well armored folks the vast majority of the time.
Critical hits are like having a death ray in your hands. Improved Critical means that death ray works a
lot.
Melee weapons are at least as bad as guns, depending upon the wielder's strength. And don't get me started on the Bow.
As long as you remember that most folks are in the PL 0 to 6 range (and PL 6 is rare, like SWAT), the weapons are very satisfactory, in my experience.
All that said, I actually agree with Jackalope King.