As noted above, involve the law so that it suits your play style, as intrusive or lenient as you want. But note that you can use the law to steer players away from scenarios you would like to avoid - e.g. maybe supers can be fined for property damage that occurs during fights which will make your heroes more careful during battles which might handicap them against villains who don't care. This also allows for good role-playing conflicts between supers who follow the law to the letter vs. those who want to stop the villains even if it means bending/breaking a few laws along the way.
One note on Telepathy, if you don't want your team telepath solving mysteries too easily, having strict laws against mind reading can help keep their powers in check. Same for super-senses and other powers that can short-circuit some otherwise complicated plots.