There are several problems here, some of them already mentioned by previous posters:
1) Powers are unclear.
You need not only develop a consistent system of superpowers, but also communicate them to players effectively.
Possible solutions: add explanations before selecting power levels; stats explanation in the stat screen; an early fight which functions as a tutorial.
2) Skill/power level needed to pass stats checks are too high and also unclear when selecting powers.
A character with 50, 30 and 20 power lewels is completely useless and makes for a frustrating game experience as a result.
a) show players which skill levels are high or low - either in the stat screen, or before the power selection;
b) ditch that binary success/fail system, introduce success/partial success/fail system, like this:
*if (mind >= 60)
You break his constitution and render him less than willing to fight.
*elseif (mind >= 30)
You unleash an attack on his mind. It is not as strong as you hoped, but the villain slows down as a result.
Your attempt at breaking his constitution is thwarted my mental barriers which you cannot break.
3) Why does a player need to switch powers?
What prevents me from putting 100 points into super strength and tank my way through the game without ever switching to another power?
a) different powers are more or less useful in different situations. A villain who is too far away to attack with super strength can be reached by super speed or psychic powers. Using mind powers on someone who is far away requires mind > 60, but if you close the distance and look the target in the eyes, it’s only mind > 30 for complete success. This power is, however, completely useless against robots.
b) some skills can be useful even if corresponding superpower is currently inactive - combine them! I noticed that using mind manipulation is the only action which can hurt the villain. But that villain is currently shooting the hero, so our character has to use mind power quickly. Why doesn’t that option test for (mind+speed)?
c) previous 2 solutions create a new problem: what if the MC’s highest stat doesn’t correspond to the most useful power at the moment? You can add some low risk, low reward non-superpowered option, like taking cover before the villain depletes his available metal, stops shooting and tries to find more.
4) Why is using the power gauntlet is a separate option, instead of being an implied action?
Is there a plot justification for that? Your interest check tells us MC’s superpowers result from a drug inserted into their body - why can’t they use them without an external device? How to make that mechanic more interesting?
a) ditch that mechanic altogether;
b) the device helps to control new powers so they don’t hurt the user. As the MC learns how to use some powers on their own, they stop needing to switch them through the gauntlet, instead installing new powers and devices. You can use Mind manipulation without the gauntlet - so replace that module with a hacking device! Your super strong muscles don’t treaten to break your bones anymore - but your newfound healing ability poses a risk of developing cancer, so the gauntlet is now for health regeneration.
5) What are new fail and victory conditions, and how does success (or lack of it) impact the story long-term?
The old test sent the player to the beginning, but I removed that. The MC has to live with the consequences of their actions - how does that work?
a) introduce health bars for villains and the hero, use them to determine victory or loss;
b) set some goals for the characters, and let them completely or partially achieve those (remember success/partial success/loss system I mentioned?). For example, a villain threatens to kill the hostages. Depending on the hero’s actions, the result can be: complete success (villain arrested, hostages saved), partial success (hostages saved, but villain escapes), failure (the hero wakes up in the hospital to the sad news of dead hostages and missing villain).
c) introduce variables which affect the story later. Does the hero’s reputation rise because of successful people-saving? Other characters will treat you differently. Was the villain arrested? Then you can question him later to find out the main villain’s hideout (if not, you have to fight him in later chapter).
- Are the hero’s skills useful without activating the corresponding superpower? Strength and speed are self-evident, but what does high Mind Manipulation do when you aren’t invading other people’s brains?
- Are there any in-universe laws about not using superpowers on civilians? What about collateral damage?
- Are there any drawbacks to your powers? Physical is both strength and durability, but what about super speed? Is your MC a fragile speedster who cant run through the rain without hurting themselves? What does a super speed punch do without activating super strength? Would MC break their bones?