Anything that jars me that much pulls me out of the game, making it a less enjoyable experience for me. Well, that, and I love designing emulative systems. It's one of the things that makes the design process fun for me. Really, it's simply a matter of identifying and prioritizing the standard elements of a particular genre, and applying those standards to your design work. RetroFuture is a pulp-genre game.
Heroes are paragons of humanity with NO flaws.
Villains, on the other hand, are flawed beyond belief. The action was fast and furious. Nobody important ever gets killed, except when dramatically called for. The creation system will also have to allow for differing levels of character importance. The design of heroes should be completely unbalanced.