If I were to try a Super's game with HARP Sci-Fi, I would keep its power level very low. Basically any of the core advantages, and maybe the Psionics for mentalist characters. As Thom says, the basic rules are not very forgiving for massive damage attacks.
I would probably explain the powers with an experimental genetic modification retro-virus McGuffin. Perhaps it was created to cure some horrible genetic illness - but was discovered to cause mental instability in near to 50% of its patients. Unscrupulous geneticists then found ways of turning on genes to create trans-human abilities. So now the base retro-virus is highly illegal around the world, but some people still illegally or secretely get it anyway. This explains why there are so many super villians to fight the super heroes (almost half of the patients turn psychopathic or sociopathic, most of the remainder are regular people with powers, but only a few turn heroic).
Mostly a Batman, Killer-Crock, Dare-devil power level supers game. To up it higher you start needing to modify more core rules. You might be able to use talents to model characters taking damage as large or huge creatures, or even damage reduction that reduces the size category of any attack by one category. But balancing this starts to become an issue.
In general the less you have to modify a balanced system the better off you are. It can be a major hassle to rebalance games.