Re: Campaign Damage Caps, Code vs. Killing & Pulling a Punch
Not sure if this has been mentioned yet, I don't think I have seen it, but there are other things heroes can use strength for as well that they can use a full uncapped value for, Large portion of a building falling on them; get out of holds quicker with half strength rolls among others. I am also not big on post creation caps since you could end up with all your players with 60 strength, high defenses, high speeds and maxed powers.
For the Complications being the driving force not to use the power beyond the cap; not every player will abide by that so it has to be the consequence that drives them. If they know that the full force of Primus, Until, and just about every Superhero that calls them an ally would be brought down on them if they used their full power then most would think other wise. Normally I would say it would be a multiple offense deal unless they are just ruthless (16d6 with a fast move through on a normal human with military grade armor...that is going to be a one strike and they are hunting you down deal). Even better if they don't get the idea give the little human foot solider a life and have that life suddenly interact with the player character's life, such as a distressed loved one finding out what happened and asking why their loved one was injured so badly.
Personally I love playing characters that have to hold back a bit, it gives them another level to their personality. Thought it isn't something for everyone, if the player can do it well then why not let them, if it becomes an issue well that is what stripping them of their powers and having to still act like a hero is for.