While 10x WBL doesn't appeal at all, I have repeatedly thought of a game where each character was allowed a "super power" like 40 strength or perhaps a lot more starting wealth, or an artifact at character creation. The players would get to choose, after I balanced the choices. I haven't done it though, because I haven't thought of or balanced all choices. It's hard to figure out how to make things balanced when you're dealing with entirely different abilities. Most superhero RPGs have the same problem.
I did that once, but i did it differently. Instead of making up the powers myself, i let the players make up their superpowers, and then balanced the different powers against each other. It's nice because they integrate the flavor in the backstory they have in mind, and easier for you because you get a good idea whether they'll be balanced against each other taking in consideration what classes they'll play, what prestiges are they aiming at, etc...
Well, in my case, one spellcaster chose to have antimagic rays on both eyes (As Beholder), one fighter chose the ability to have a 20% chance (increasing with con, +2% per point) of ignoring any magic thrown at him (even those that don't allow SR), the cleric chose the ability to get full bab[Forever] and a feat every 4 levels, and the factotum chose the ability to get a "staredown" effect for 1 inspiration point (1d20 + Intimidate DC, enemy makes 1d20 + HD + Will), if the enemy fails, they were flat-footed for 1 round, +1 round for every 5 points they failed the DC.
The factotum got the weakest ability, IMO, but they were all happy with their abilities, and the 20% +2%xCON chance to ignore magic did wonders for the fighter. He actually ended up going grappler route, he'd charge and grapple enemy spellcasters, then pin them while the party mage fired up antimagic rays at the wizard. All the while, the cleric was going DPS'ing with fullcasting and the factotum making everyone go flatfooted and cowered, end then iaijutsuing everyone.
It was a fun game.