Right, so here's what we kind of had in mind.
First, the issues as I see it: The original construction of the power says you want one for Soldiers, one for Spies, one for Unique Heroes. Moving away from this betrays the spirit of the design. The Spies and particularly the Soldiers are pretty sucky units, though. Can you make a good Zod that also makes those units good, WITHOUT throwing off the balance of the design.
Don't argue with any of those points, you're not gonna win.
But that's the direction I'm coming from.
Letting you choose two pips with General of New Krypton essentially fixes Zod. It makes him twice as efficient and a good linchpin for the faction. The last power makes the Spies somewhat viable, but they could use a boost; moreover, it doesn't fix the inherent suckiness of the Soldiers.
So here's what I'm proposing:
GENERAL OF NEW KRYPTON
After revealing an Order Marker on this card and instead of taking a turn normally, you may do up to two of the following:
* Take a turn with 1 Unique Kryptonian Hero you control.
* Move up to 2 Kryptonian Heroes you control. Then, you may make an immediate attack with any Kryptonian Soldier that moved.
* One at a time, for each Kryptonian Spy you control, choose a figure engaged with that Kryptonian Spy and roll 1 unblockable attack die against that figure.
Each option may only be chosen once per player turn, and a figure cannot move or take a turn if it has previously moved this turn. General Zod may be the chosen Hero.
The "take a turn" pip" is unchanged, as is the Spy pip. I moved the take a turn one to the top of the pile just because it's the simplest.
The big change is to the "move 2 Soldiers" pile. Now you can move any Heroes, which provides a failsafe for the Spies and lets you manuever your not-full-turn Uniques. More importantly, it also lets you attack with the Soldiers, which is potent. Potentially you could be getting up to 3 attacks per turn. Maybe that's almost worth 200 points a head.