Wow. Me and my crew were avid superhero RPG players in high school. And we played them all: Champions, Marvel Super Heroes, Advanced Marvel Super Heroes, Villians and Vigilanties, GURPS Supers, and maybe others. So thinking back 30-35 years, I recall SuperWorld being a little over-specific. Like a fire blast was just a fire blast. The Hero system with Champions gave you an Energy Blast power and then lots of modifiers to make it fire or ice, a beam or a cone, etcetera. That made it much easier to create all sorts of heroes not tied to a particular game world. Really, almost any Marvel or DC character could be done in Hero (although not at standard starting character points, often)
Pure points-based character creation with extra points for taking disadvantages was also great. Rolling dice just seemed weird for superheroes (and could yield some astronomical power differentials in V&V for an extreme example).
I also remember that BRP style 3d6 stats didn't seem to scale sensibly.
A new SuperWorld based on BRP mechanics probably needs to be tied to a specific setting that has some sensible restrictions on what's possible. Skills tend to be specific, and cosmic level powers like Superman or Dr. Manhattan should be off the table as playble. Superman in Superworld should be like the Crimson Bat in RuneQuest; the numbers are just nothing that can be grappled with as numbers.
Doc Savage, John Carter, The Boys, maybe 60's Marvel power levels, sure. A Rune Lord is pretty superheroic.
So, reviving 30-35 year old memories.