I had another go at the dice and I'm a lot happier with them. Some of the 2s are very unclear, but only some dice will have a 2 on them so it matters less.
@udderdude: Your point about determinism is noted. My system is based on ones quite commonly used in board games like Descent or Space Hulk, which are inherently quite random because they are intended to be more fun, beer-and-pretzel games. Remember, however, that the dice include the effects of to-hit and damage in a single roll, so they aren't as random as they appear. e.g. with a average superheroic melee/crushing skill of 3, you roll 3 dice, each with 0,0,0,1,1,1 on their faces (effectively 3d2 if you are a pen-and-paper RPGer). The probabilities are 0=> 0.125, 1=> 0.375, 2=> 0.375, 3=> 0.125 (average result will be 1.5), so it is a nice bell-curve, but does allow for rare fumbles/misses (0) and criticals (3).
As an alternative, if it had 50% chance to hit, but always did 3 damage, it would have the same average, but would never give a 1 or 2 result. The only properly deterministic result would be to always do 1.5 damage, or 1-2 perhaps as a compromise since I don't manage partial health points, but in both of those cases you can't miss. Sorry if you fully understand the maths; just clarifying it for everyone in case anyone else wants to throw in suggestions.
[EDIT: The other common number of dice to roll are 1, 2 and 4:
1 dice is: 0=> 0.5, 1=> 0.5 # Not a bell curve here
2 dice is: 0=> 0.25, 1=> 0.5, 2=> 0.25,
4 dice is: 0=> 0.0625, 1=> 0.25, 2=> 0.375, 3=>0.25, 4=> 0.0625]
[EDIT2: Hmm, Piercing, which is has 0,0,0,0,1,2 on its faces, is a bit more random since rolling 3 of them gives a range of 0-6 rather than 0-3, although the average is actually the same and you only have 0.5% chance of getting a 6 out of it!]