In other words, you end up with a team of PC characters just like in the comics or cartoons, when you compare Superman to Robin for instance, yet they are still both members of the team. And both can shine and steal the scene with what they got in different ways.
Actually, Superman and Robin were never members of the same team ...
And no, Robin cannot steal the scene where they are fighting suneaters near a black hole...
Mind I like comics for the action and suspense, no teen drama, like Smallville (no bashing, just clarifying my personal taste).
There is a reason, why the JLA comic Batman, who teams up with Superman, seems so much more powerful than the Batman in the dynamic duo situations, getting sometimes punched out by some thugs.
Unfortunately, D&D is so ingrained in our gamer culture (whether we admit it or not) that "levels" and "balance" and "start on equal footing" like in a video or board game have become straight jackets even when they don't serve the genre. I know it took me many years to break free from that and start thinking outside the box. Plus, I think the random character generation element is in it's own right the "balance" because nobody knows who's going to get to be the Superman analog and who's going to get to be Robin analog at the start of the game. If you want equal footing, give everyone 45 or so points and let them point buy characters.
Balancing through randomness may work for games where you don't play the same character for long (I personally play mostly PbP, where an adventure (not campaign) can take a year+). And don't use the "GM can bring any character to the spotlight" thing. Ever seen Superfriends and how often they artificially included scenes that made Aquaman look useful? The players will notice, too.
I sometimes like to play a power-wise underdog, but I want this to be my decision, not of the dice.
As for the powers in ICONS not being "balanced", again I disagree with this being a problem. You don't need to "balance" Wall Climbing with Alter Ego, or Super Speed with ESP (not without making the game far more complex than the rules lite entity it is now anyway). They're super powers drawn from a list of common super power themes - you either have it, or you don't.
And I disagree with you. Feeling useful is a very important part for my enjoyment of a game. And there are some powers that are simply better than others (Flight / Wall Climbing).
And for rules lite, I just declared some powers to only count as a half power for determination and other relevant things.
Three tiers of powers (double, normal, half) are just the minimum granularity I needed
