I know you've all got this love going on for DNW and B&V, but I think both systems are too median.
A: Mutants & Masterminds -- There are no rules here that weren't designed with a superheroic game in mind. It uses d20s, but it runs much more smoothly for the type of action most supers gamers would want. The most streamlined supers rules I know of. Sure, there are new rules to learn, but they're incredibly intuitive.
B: Four-Color to Fantasy -- On the other end of the spectrum, FCTF is designed as simply a toolkit of rules you add to an existing D&D or D20 Modern game to add super-powers to characters. It changes no rules, just adds some more to handle the things superheroes do. It's feel is more like a normal d20 game, and the only new rules it requires learning are those for the super powers. It also has the great plus that it's very easy to add to an existing D&D or D20 Modern game, letting you create strange powers for characters in a fantasy setting, or even to just increase your characters stats if you want someone who is tough, but not super-powered.
The others supers games out there, at least for d20, get stuck in the middle, which doesn't work, in my opinion. DNW has far too many rules changes and rules additions (I can't comment on Blood & Vigiliance because I only have the older version from two years ago). I mean, the rules systems work, but there's extraneous stuff, and they're not easily compatible with core d20. Also, while neither M&M or FCTF promise life-time updates, do you really think that being updated all the time is a ringing endorsement for a game?
Now, as for the ferret girl, I'd just call her G.J. Jones. A cute name, for a person who no doubt looks cute as a ferret. And, unlike ferrets, she'd probably bathe, and thus wouldn't have as strong a musky smell.