This adds to the frontloading of work to put up a place, but you can sort of set some power levels, whatever the system you use is, and have people start from those guidslines.
As an example, I will use M&M-LIKE Power Levels. Not actual M&M but I think its the clearest.
So lets say that human scale (fists, knives, pistols) is 1-5, and human Plus (cinematic but not supernatural martial arts and rifles and spears) is 6-10, and Strong tech is 11-15 (machine guns, APCs).
Assuming that you can still swap values like M&M you can describe a given character type, and recommend a few set powers, and leave some things unbought, then allow customization after play.
Apply that rough guidelines to the system of choice. I personally went with human normal tech weapons for my Superhero Game, using values from Guns Guns Guns, matched to how much actual damage I want to do to a PC with a given attack.
From there I set scale for everything, how much defense, the idea of the value of special senses and abilities, and movement powers, etc etc.
The core thing was to be able to ask a player "For someone like your character, are you midline, high or low for defense? Offense? For adaptability? Movement? Skill? Knowledge?" And I could then suggest how much that was from there.
So for instance many Supers game don't care about wealth as long as you can't buy minions or super weapons, so the "scale" is adjusted downwards., making owning a successful small business not that big a deal.