Almost_Useless is saying something similar to what I'm trying to say.
Sub-Plots.
Superhero games, in the end, are not about "leveling up". They are about pursuing stories the players want to pursue, in ways that are interesting. The Sub-Plots are what the superheroes are speaking directly to our psychology, and that is ultimately what the genre is all about.
"My guy can beat-up anything and always wins" is a child-like, personal fantasy that will grow old quickly, IME. It's the problems that still exist, and how they are resolved, despite god-like abilities, that makes the Super Hero genre popular.
It was, LITERALLY, what Stan Lee is famous for.
I realize this can be tough for a module. Maybe you can generalize to a level that will reach across groups?
Ex. Romance Subplot: Character A's love interest does B, and X happens to them in Scene 3.
Self-Doubt Subplot: ....
Outlaw Subplot: ...
Etc.
Let's face it, most of these fall into broad-strokes categories. You can give the GM plenty, and still let them customize it to their group.