Thomas Shey
Legend
I think a supers game needs some sort of narrative currency that lets the PC put their thumb on the scale. E.g. FASERIP's karma system was a revelation to me back in the day. And that's something Champions does not have out of the box. Luckily, a hero point system isn't hard to tack on and I have my own house rules for them now.
Actually, these days it does. I'd argue its underfed though.
Some sort of system for "natural"* disasters is a good idea. Again, I will note that my two favourite supers games, Champions and FASERIP, do not have such a thing. You're expected to model scenario's by extrapolating from the basic rules. And you can. But it would save a lot of work if they had some guidelines.
There was a set of natural disaster rules in one of the supplements for Hero at one time, but it might have been as far back as 4e and I don't remember precisely where it was.
Super PCs really benefit from connection to the world. (I think all RPGs benefit from this, but for supers it's essential.) So a mechanism for connecting the character to the game world is needed. Champions disadvantages system does the job quite nicely; but the RAW could make it clearer for players that that is what it's for.
Yeah.
Interpersonal drama between PCs is an important trope. But I struggle to think of how one can put this into a game system; other than basing it on disadvantages.
Its probably not something that beyond that you should force anyway.