Even Hero isn't trying for a physics emulation in any meaningful way; if it was the way Strength and damage steps operate wouldn't work that way. Its arguably leaning into a vaguely simulationist approach to things, but what it thinks that means is not the same as what something like GURPS means by that.
Yeah I'd classify HERO as leaning more gamist/tactical than simulationist, whereas GURPS Supers was simulationist, because GURPS inherently is.
It isn't just DC. Years ago I was part of the application staff for an X-Men based MUSH, and we'd get people who would write up FCs (feature characters, i.e. ones that actually existed in the comics) with the top end range they'd ever existed in any way and with any power they'd ever shown across 40 years of the character. Editorial control on long running characters is just bollocks.
That's very true, it's just that the peak power level of DC Heroes tend to be more epic, but yeah if we listed every power that Jean Grey, say, had over 40+ years, good lord, we'd basically have the makings of an entire superhero RPG power list right there! And she'd be full Phoenix Force power level even though she's insane when she's at that level and basically a villain.
I do think the more "simulation" oriented a system is the harder it becomes to have heroes of differing power levels that can work together without the more powerful heroes performing at a scale that completely outshines anything the lower powered heroes can do.
The trouble with this argument is that it's entirely theoretical on your part, because you're not familiar, by your own admission, with superhero RPGs.
If you were, and this isn't a put-down, just like, how it is, you'd be aware that very few superhero RPGs do much in the way of "simulation" (in anything but "genre simulation" sense but that's usually called "narrativist", whereas what we mean is more what
@overgeeked called "physics simulation").
So that's not really a thing that causes the problems you might expect because people who design superhero games to be superhero games see it coming. Where it really comes up with places like GURPS Supers, which do jump abruptly from very little simulation to heavy simulation, and where you can have truly insanely disparate power levels - even when characters have the exact same point value! Because GURPS does not handle points values well cross-genre (or even within the supers genre).
We played GURPS Supers with like "400 point" characters back in the day, and my god, one of them was basically powerful enough to take out the Hulk in a fist-fight but was also insanely more powerful because he could fly, go invisible, teleport and all sorts (he was a weird combination of Green Lantern and Iron Man, conceptually). One of them had a 14' tall mecha suit which could annihilate an entire city block just completely gone, and could keep doing so more or less indefinitely (could also fly and stuff). And the other guy hadn't really "GURPSed it" and had a normal, like Marvel Superhero so was basically just Cyclops next to these two freaks who could have instantly killed him.