|This superhero is a tactical genius|
The other end, my current gamesystem Marvel Heroic Roleplaying, whose abstract gameplay means I could probably play in my living room without a table at all.
Why is tactical gaming valuable, not just in superhero games, but in most games? For me, the benefit became obvious when I once had a player whose character seemed to be everywhere. Watching the door, checking the chest for traps, and looting the bodies. Whatever could be done, her PC was there. Being able to say, "no, you're here" is pretty helpful.
In addition, there's the "wait, what's going on" factor. When you have a half-dozen players who aren't always paying attention, or may be going to the bathroom, etc. being able to glance at the table and get a handle on what is happening at that moment. It would be nice to not have to consider that option, but I think that's just a natural limitation.
The downside to tactical gaming is that you are essentially letting the rules have more say in what a player can and can not do. Can he get close enough to the villain to hit them? The rules will show that, because you'll be moving a miniature X number of inches or hexes or squares to see. Frankly I think in the superhero genre this unfairly penalizes PC's with hand-to-hand abilities over those with ranged abilities. There's a reason why we invented guns--they allow us to hit more people in combat.
In superhero comics, characters seem to be able to move around fairly freely, without a lot of regard to how far exactly they can go. Take a look at this panel from Civil War.
This is, by the way, one of my favorite pages in the whole Civil War. You can see, in this scene, why Spider-Man is one of the iconic heroes in the Marvel universe. But anyways, Spider-Man moves through a crowd of opponents, clocking each of them in turn. Think about what would be required to make this happen in a crunchy, rules-heavy tactical game. In MHR, Spider-Man is just using the SFX Area Attack, risking a lot of dice ending up in the Doom Pool, or one of the opponents using their resistance die against Spider-Man in turn.
Put another way, in a conversation with one of my prospective players, the player asked "how does [MHR] handle super-speedsters?" In a lot of games having super-speed is a handy way to have multiple actions when other players only have one. That's a pretty obvious power-gaming option. In MHR, you might get the SFX Area Attack or "Machine Gun Punches" (see Speed, the NPC from the Civil War Event Book). But you'll only get one real roll. No making the other players wait even longer between their own turns, etc.
And, if the players have to just pay closer attention, so be it.