The biggest hurdle to a Supers game is that clown Superman.
Just purge that guy from your memory and then things begin to get more reasonable.
If the question is balance,
then the answer is point buy/assignment... Orion (Phoenix) had that right from day one.
All you need is a simple list of powers and how many points each is worth, and balance is no more than just making sure everyone has the same number of points.
What about non-combat vs combat abilities?
Some folks here will say that all noncombat ability should be free since it is worthless,
while others will say the noncombat stuff is just as valuable.
The particular balance is entirely dependent on the campaign and GM play style. We have read in other threads how some GMs run a game where the Charisma hero is just not allowed to do his thing because it is a combat focused group... well then the Super Noncombat abilities should be cheaper than combat abilities
... After all, we all know that Aquaman is an absolutely worthless guy to have on the team,
until we use the same abilities for Terraman:
Can breath Water as well as Air Air as well as water
Can summon water land creatures
Can control water Land creatures to do his bidding
(as many as a school of fish ant hill, as big as whales Elephants)
then those abilities dont look so weak, when we consider Human as a land creatures.
Telekenisis is a combat worthless ability,
but only in a world where grenades dont have pins, guns dont have magazine releases, and combat aircraft to have giant yellow RESCUE arrows and ejection loops... in a world that has those it is a far more valuable ability.
"Take xxx damage" is far less scary than "Save or die".
You can kill folks IN a fight with combat abilities,
but you kill folks without a fight using noncombat abilities.
Does your super character have enough Charisma skills to get folks to listen to their warnings (XXX bank is gonna get robbed, xxx catastrophy is about to happen, Come with me if you want to live)... sure its easy to say, but persuading folks is not a Strength check, nor will the Flight ability or Bulletproof help you with that charisma roll. So what if you find out the Stealinator is gonna rob an unknown bank in NewYork if you cant convince the mayor/chief to roll the cops.
But again, that is ALL just campaign / play style:
Some GMs just skip the diplomacy check for the Superdudes that didnt bother to take ANY charisma skills... and then say taking those skills is a waste.
Just keep in mind,
the leader of the Xmen is not Wolfie,