Advice on running a Marvel TSR game
I haven't played MSH in ages, but while I was in college, we had a few different games running with that system...we started out playing X-Men, because it was something that everyone in the group was familiar with (and the GM had an extensive collection of comics to clarify anything people were uncertain about).
But some other people wanted to run games, and we ended up with about three or four different ones that had absolutely no canon characters in them...we'd made up all of our own. Some of the lineups worked really well...and some didn't...
But one of the things that the GMs, in all the games, did was put a power cap on the characters (except for some NPCs that operated exclusively in support roles). I don't remember the ranks anymore, but I think people were allowed, say, one Amazing rank, two of the next one down, three of the next one down from that, etc...it allowed everyone to be really outstanding at one thing, at least, but the characters were otherwise only slightly above average for most of their stats.
You might try this...figure out what you want the players' 'average' level to be...they start off with everything at that rank. If they want to improve something, they can do it at the cost of something else, so that if they end up with really superhuman strength, it means that they've given themselves other weaknesses to offset it. I'd probably start them off around 25 or 30, if they're facing 'real world' situations (maybe a little lower, but not a lot, because I remember how frustrating it was to accomplish anything when you had a 'normal' rank in that game...they need to be powerful enough to actually do stuff, but not so powerful that you have to bring in cosmic threats by the end of the first gaming session just to make it a challenge...)