I've done a deeper read. I like the system. In fact, I might run a PbP game in PbP forum at some point for laughs.
A mini-review and a few ideas I think the core rulebook needs:
1) I'm disappointed that monsters are allowed to buy back their disadvantages when PCs cannot. Since I agree that PCs should not be allowed to, monsters probably shouldn't be allowed to. (Of course, I see a bunch of Gambling 2d6 (7) in a lot of the monster entries.

)
2) Hitting Harder should be in the mechanics section so that it is obvious that it can be generalized to other skills (especially magic effects).
3) There should be an area effect mechanic. Dragons have one for free. It should be possible to buy a magic effect that is always an area effect for some cost. But I get ahead of myself...
4) For a supers game, and probably most magic setting, magic should perhaps (I'm not sure) be purchasable more than once. Or maybe it should be recommended that it can be purchased more than once. Not necessarily for each effect, but for effects that are similar and effects that should not be covered by the same skill.
5) There should be "cantrips". You can use your magic effect at -2 dice. When you do so, you do not lose 1 health. Or maybe there's a chance not to lose 1 health.
6) Why is Resolve not listed alphabetically in the skill list like all the other skills?
7) I find the placement of bluff under Persuasion but Intimidation being separate an interesting choice.
8) A note saying that some GMs might force some skills to be separate into subcategories might be a good idea.
9) Also in the core rule, a note that some rolls might use a higher or lower target number, such as a knowledge check to learn about some obscure or secret thing. Even though there is no monster opposing the check, the knowledge itself has +Nd6 because of its secret or obscure nature.
Overall, I think it's a solid system. And I can't wait for Moderately6 and Complexly6 rule compendiums.
