Designer of
Simple Superheroes #0 here. I'm currently running sessions of the in-development variant
Supervillains Unleashed.
As many designers do . . . I have opinions about what makes a supers game great.
One is rather strong and isn't what some here say they want: heroes from different power tiers - DON'T DO IT, just don't. Your players are playing a game. They shouldn't ever be that unequal. You can have heroes that FEEL like they are at different power tiers but that is more about the focus and types of powers they took, not about their "base" power. No one should ever think - that guy should just get vaporized because . . .
Simple Superheroes gets this
feel primarily with different starting arrays, and how people improve their hero. For example heroes with weaker Talents have more Talents and are also more connected to the world and recover strainpoints easier.
You pick what power tier you play at and every player has a hero at that tier (vigilante, empowered, planetary or cosmic) all that changes is how you interact with normal people at each tier.
Narrative, Simulation or something else? I wrote a
post here about how I think there is a third option that Simple Superheroes and a few others take. A Framework approach.
Proactive:
Some good suggestions on how Superheroes can be less reactive. Investigating larger schemes and big bads is one. So is providing underlying narrative of them actually being able to say reduce corruption in the police/courts, and similar.
Supervillains Unleashed doesn't have that problem -- villains are very active. As the GM I get to just react to what the heroes are doing with various superheroes, media, cops, etc. It's been a blast so far.