My first superhero RPG was original Champions back around 1984. since then ive tried out many, many systems of varying complexity and cruchyness, so this past is where im coming from when I write this.
Superage has a core mechanic that is unique in my experience. It relies on basic stats such as Power, Resilience and Knowledge, but then each stat has individualised aspects (like superstrength, energy blasts, or superspeed) to define what those stats mean and what the character can do. This makes for an incredibly elegent system that stops the mechanics of play getting in the way of the action. The downside is because its so widethe GM an Players gave to think about how a characters powers are defined a little more, other systems require a wall of text to define every single facet of a power, Superage prefers common sense GM/Player ruling on what a particular power aspect can and cant do.
The rulebook was complete with sample characters, foes, and a sample setting that was different to the usual fare (it wasnt to my taste but it was inventive). I havnt tried the base rules yet but the fold into the core mechanic.
Playtesting is a thing I always do with a new system usually mashing two different archytype starting characters against each other to see if theres sny advantage and see the flow. In this case Imatched a sneaky Martial artist against an overtly powered brick. The result was better than Id ever sen, not only did neither type show an advantage, the play actually felt like it came out of a comic book.
I highly recommend this product (and company) this is a game that ticks all the boxes in getting your superheroic fix