The only one of those I even KIND OF like is the "Strength of the Ancients"; but even that would require a lot of research to use effectively. Even then, it provides more of an advantage than I expect or want any single superpower to give. There are quite a few 40+ point performances out there, and I've kind of designed the powers to be worth roughly 10-15 pts each--so that using a power doesn't put your opponent at an insurmountable disadvantage.
Blessed are the meek - Scoring 3, 4 or 5 points would be worth 30, 40, or even up to 50 points. It wouldn't be too hard to achieve with a scrub TE or something--and it kind of goes against the spirit of competitive fantasy football to reward players for being crappy.
Shoot the moon - Maybe you can't start injured or bye week players, but you could probly put together a starting lineup of WR5s and RB4s that would score less than 10 points pretty easily--and the reward for that is an automatic win? Too much reward for too little effort--and again, you're rewarding teams for being crappy.
Chaotic evil - A lot of teams may only carry one QB, one TE, one K and one D, so you're really only selecting from their bench RBs and WRs--yet you're giving them 45 extra points (9 starters x 5 pts each)? This basic idea is already addressed adequately by the "Subterfuge" power, which allows you to replace ONE of your opponent's starters with a non-injured, non-bye bench player.
Hindsight is 20/20 - I assume you mean that the replacement can be made AFTER the games are played and you know what everyone's score is (otherwise you could replace a starter with a bench player when you're setting your lineups), but you'd still have to specify that you were going to use this power BEFORE the games were played, which would again lead one to set a lineup of weaker players on the chance that they would later be able to double one of their bench stud's points. I don't like that. Plus you can already double one of your players scores by either using "Double Up" (when you and your opponent are both starting the same player) or "Super Strength" (when you're not). And along the same lines as "Hindsight" is the "Omniscience" power, which gives your team the best possible lineup after the games are played ("best-ball" lineup).
Luck of the draw - I don't see how this is a power that would give you any kind of an advantage. It would just be a pure gamble. Superpowers should be advantageous, in general. Obviously they can backfire to some extent if you use a power that doubles someone's score, and then they score 1 or something--but in MOST cases, one would expect doubling a player's score to be a tangible advantage. Luck of the draw is not.
So, thanx for the input--and I'm glad you're giving it some thought--but I think you might just have to sit back and let Jesse rob this train.