Tossing a mid sized car one zone is Might 13. Using it as a weapon is higher. That means Mythic Strength combined with a goodish Might.
Guys, Mythic Strength gives a +12 bonus to might in such rolls as well as a lot of other bonuses. Someone with superb might and Mythic Strength can
peel off vault doors like they were sticky notes (he doesn't even need to roll) and can use 50-ton tanks as thrown weapons. His basic fist attack that
barely connected would do more damage than being hit by a speeding car or blasted by most man-throwable explosives. That's Hulk and Superman, not Spiderman.
Inhuman Strength, a mighty thews equivalent stunt or power and a might of fantastic (high-power chars have higher skill caps) is enough to throw small cars and motorcycles. With Supernatural Strength, you could do it with only good might.
Here's how I see spiderman:
[-2]
Inhuman Strength[-1]
Spider Strength - double the bonuses of Inhuman Strength in might rolls to lift/move/throw massive loads and rolls to resist being pried off a surface.
[-2]
Inhuman Speed[-2]
Spider Sense - treat surprise attacks as normal attacks; spiderman can both act and defend normally. (full physical immunity to surprise costs -3)
[-1]
Acrobat[-1]
Lightning Reflexes - +2 to dodge rolls vs melee attacks, provided you can descibe the dodge colorfully.
[-1]
Spider Walk - spiderman can move up any solid surface (but not sprint), jump over any distance he could move as a supplemental action without needing to roll (normally 2 zones) and, by using webbing to swing, cross a distance equal to his "sprint" provided there is a tall building to swing from (normally 7 zones). This power is roughly equivalent to but both less useful and less attention-grabbing than wings.
[-3]
Webbing - spiderman can use his webbing to execute maneuvers and blocks at range, rolling at Athletics+2. (this is based off Incite Emotions with 2 range upgrades)
[-1]
Vantage Point - when climbing surfaces above his target, spiderman has +2 to stealth rolls.
[-2]
Inhuman Toughness[-2]
Inhuman Recovery[+2]
Catch - radiation and biological agents
SKILLS+6 Athletics, Might
+5 Stealth, Endurance, Scholarship
+4 Fists, Superscience, Alertness
most other skills default to good except for guns, resources and social skills. Those are mediocre.