My review of the Savage Worlds Super Powers Companion is up at GameCryer.com. This book is a setting agnostic version fo the supers rules from Necessary Evil, with a bunch of non-player characters and headquarter design rules thrown in.
I approached the review from the standpoint of using these rules to replace the Mutants & Masterminds rules that powered my group's Infinity Storm campaign. I like the M&M rules well enough, but in the end they were just too damn crunch for our needs. Savage Worlds is a better fit, providing much of the same diversity of powers, but without all of the rules overhead.
I don't expect that we'll return to Infinity Storm on an ongoing basis, but it's my hope that we can continue the campaign in the form of one shots at our homegrown Nuke(m)Cons. If we do so, it'll be because of the Super Powers Companion rules.