Having just read your revised criteria, I'll restate my pleasure with Mutants & Masterminds.
Its close to D20, so if you're familiar with that system, your learning curve will be really flat.
Its fairly rules light.
Flexibility? Like HERO, it can be used to simulate any genre. I know of several posters here on ENWorld who have used it for running an FRPG campaign, for instance. One of the core features of the best superhero RPGs is flexibility because within any given major comic "Universe" you'll find high-tech gageteers, gods & demigods & wannabes, aliens, mutants, martial artists, detectives, swordsmen & spellslingers, just to name a few archetypes.
It's in it's second printing, and there are several support books.
Its close to D20, so if you're familiar with that system, your learning curve will be really flat.
Its fairly rules light.
Flexibility? Like HERO, it can be used to simulate any genre. I know of several posters here on ENWorld who have used it for running an FRPG campaign, for instance. One of the core features of the best superhero RPGs is flexibility because within any given major comic "Universe" you'll find high-tech gageteers, gods & demigods & wannabes, aliens, mutants, martial artists, detectives, swordsmen & spellslingers, just to name a few archetypes.
It's in it's second printing, and there are several support books.