I picked up the core book on drivethrough after the Arcology Podcast had a real play of it. Its very rules lite (four stats plus a luck number, and between two and five very loosely defined powers). I think the core mechanic for resolving actions is basically sound, but system for damage is a hot mess and very inconsistent. Some sample characters have attacks with fixed damage amounts, others roll dice, and the amounts are all over the place.
Also, the system is desperately in need of some mook/minionrules. Even a basic mook like a regular soldier with a flack jacket can absorb stupid amounts of damage. For example, X-O Manowar, a legendary level character who in the comics took on four other supers, including one of the most powerful psychics on the planet, and fought them basically to a standstill, would have to hit the soldier mentioned above 5 times to knock him out. And he is supposed to be one of the most powerful beings on the planet.
Another point of concern for me is powers that either prevent damage or heal damage. Again, if you go through the example characters the numbers are incredibly inconsistent in how much damage can be healed or prevented.
Has anyone come up with house rules or guildelines for any of this? I like the basic idea, and love the comics, but some of the numbers seem to really need an overhaul.