In the case of alignments, it's more that the D&D alignment grid itself has...issues. By and large, it's also not even relevant outside of D&D. It matters there, because Law, Chaos, Good, and Evil are concrete concepts and there are many spells that specifically relate to a character or creature's alignment. If there are no such things, it's at best worthless fluff, and at worst, it'll attract the same problems it does in D&D, where people think they must play certain alignments a certain way, rather than using other aspects to describe their character and inform their roleplay.
As for the system, I just mean you can't know how it'll work without sitting down by yourself or with some friends and trying it out. make some dudes, have them fight some enemies, ask yourselves "does this seem reasonable?" Another question to ask is "do superpowers do anything related to the dice stuff?" Does a guy with Power 6 and super strength hit harder than a guy with Power 6 who's just a normal dude, strength-wise? Or is it more a matter of scale, so super-strength lets one reasonably lift different things, so it might be a roll to pick up a building, instead of a few boxes of books?
I'll also say that in general, dice-based things are not too popular around here. At least, I've had terrible luck getting anyone to try things, simple system or not. I would definitely recommend requiring die rolls ONLY for actions where failure would be interested or otherwise potentially important, and not every action a character takes, to save on time and people needing to append rolls to their posts. After all, if it's a play-by-post sort of thing, it's gonna be slow. Like, real slow. Because every dice-arbitrated action requires the player wait for the GM to give them the info.