We were concerned about the basic rules because since all the attributes are dealt randomly, you lose a sense of agency. It will happen that you get funny combinations but you won't feel like you made them happen.
Agreed, we played with 3 character and 5 attribute cards as the basic setup just seemed too random.
We were equally concerned about the advanced rules where you have 3 white cards and 5 attribute cards. This setup kind of behooves you to not use the negative cards and then just dump them. There's an option for this to dump your hand by losing one of your victory cards but this means you won't have the funny negative cards.
We ran into this issue on a play with 9 people. We were only playing to 3 victories so victory cards were valuable such that no one wanted to burn a card to dump their hand. Players ended up getting a build up of negative cards in their hands and had to waste rounds burning two negative cards at a time.
So here's our plan. You get 3 white and 5 black cards or however many, it's not as important. After the random enemy is created by the judge, each player plays one white and one black card. Then the judge chooses left or right and each player is allowed to play one black card on the player in that direction.
This will do a couple of things. It will mean that positive and negative cards are both valuable since you want to play positive ones on you and negative ones on the other players. It will also make for funny contradictions as players try to disable others' heroes. Also, nothing is stopping you from playing positive cards on other players if you think it will be extra funny.
This is a brilliant variant as it resolves the issue with the negative cards. I would also increase hand size to maybe 5 characters and 7-10 attributes to allow for better combinations. You could try some tweaks with this as well, such as playing hero cards face up or face down, letting the player to right/left play their attribute card first, etc.