All this talk of Batman's disappearing schtick reminds me of GURPS and its rules for, well, schticks (as handily explained in the GURPS Lite rules on the web; I've never actually played the system). It's probably too powerful for a GURPS schtick, though.
But seriously, what is it that Bats does? He hangs out on rooftops and ambushes thugs. Stealth is his trading card. It wouldn't be Bats if he didn't have maximum stealth abilities. From that perspective, he needs no real powers - just super-heavy-duty Move Silently, Hide and Bluff (to get the Commissioner to glance over somewhere else. "Look at these prison records, Jim"). I probably wouldn't even bother making checks unless the 'victim' was good with Listen or Spot.
Sadly, I've never taken a good look over Hero System rules, so I can't speak for them. I know they've got stealth skills of various types, but not how they work.
Although I do find it telling (in terms of simplicity) that the sample PDFs I downloaded can fit a HERO character's statblock on one page, while M&M has a bunch of archetypes in the front of the book - two to a page, with customisation options, big colourful graphics, and an illustration of each.