D&D hack sounds interesting...
As for house rules, our game has several.
First, we put in the Intellect power trait for those super genius types. We also included a Willpower and Stability power trait that acts as Stamina for Mental and Emotional stress (accordingly).
Second, we allow D6 ratings for all powers, including Strength and bump "normal" folk to D4s.
Third, our game will use Rookie level specialties.
We contemplated a counter-attack variant, but Grimmshade's wisdom eventually wormed its way into my head.
Fourth, we're working on a means to enable the shifting of stress to a Complication, as the general notion that "Blinded D6" is a lot more exciting than Stress D6. On that one, however, we are somewhat stymied due to the accelerated recovery time of Complications vs. Stress.
One possible workaround is Complications converted from Stress (usual PP cost to shift damage to another type) lasts for the scene, so it only fades when you shift to Transition scenes, or someother major narrative reason. This might make it too potent, however. Another option has been to use the above, but to also allow a reduction of the Complication either per round or per PP (personally, I am inclined toward the latter).
Oh, every player-created hero goes through a group consensus, to ensure all the characters operate dynamically and dramatically within a team (note, that does not say they must cooperate or get along).
On that notion, I have also disallowed characters to start with D12s in any power trait. First, that limits upgrading. Second, I have 9 players, if all of them could potentially throw D12+ stress each hit, conflict will be over before teamwork, set-ups, and the like really have a chance to be established.