@mr-johnson The first question really is: what do you want your players to DO with their time associated with this game?
The usual answer is something like "tell stories, use the system to get on the same page, use system and culture to create and resolve the stakes of a given story".
Almost ALL superhero games are just combat games. They will talk about other aspects and have IP associated with storytelling (comics, television shows and movies and novels), but it's rare that the system really makes anything other than fighting worth tracking.
Then you can ask why do you want people to be on equal footing? Are they spotlight hogs? Prone to fighting it out whenever they disagree on anything? Those aren't system solvable. Those are player problems.
Some games (Such as Smallville, City of Mists, Masks, and sorta almost Aberrant) try to dig into some sort of mechanics about being a hero/super/meta. Some (sentai games really) dig into teamwork as necessary, but that's almost always back to ... combat. And I will admit, if the system allows for superhuman intelligence, personal influence, and skill, really, how is anything but combat a challenge?
This may sound like it's totally undoable, but I'm really asking about what you want the players to be doing, and be concerned with, then think about what will help with that. I can tell you right now that every build a super game out there can be abused, and even just basic knowledge of what works will overwhelm players who don't know how the system works out.
I say this as someone who has played decades of Hero System, where you end up realizing that its ALL about what the GM and players agree to, not what the system says.
I personally like the freedom to design what I want to see at a competent level for a super being. Street level games really should be designed to allow granularity at humanish levels of tech, ability, and powers.