The “bad hero with corporate backing” idea isn’t exactly new (there’s plenty of them in the past of DC and Marvel, and it’s at the root of the entire storyline of the Boys) but the degree of rottenness is a dial you can twist around a lot. In Hothead’s case, as written he’s well over into outright villain. A GM could turn that down a little (or a lot) and make him redeemable (like, say, Roxxon’s Sunturion). It’s debatable how much the companies behind him really understand how bad he is at heart, and that’s another dial you could adjust. Maybe they’re even worse than he is and expect him to burn out from their dangerous power-boosting experiments before he becomes a PR disaster, or maybe they’re wholly innocent and are being manipulated by his Presence the same way the public is. Most likely it’s somewhere between the two extremes.
Anyway, today brings us to Bodycount and Manpower, a pair of villains with a similar self-duplication schtick going on. They act as a good demonstration of how different Approach and Archetype combos can make a huge difference in effective threat level, something that’s particularly noticeable with minion-creator types.
And Sunday adds the Gheel Enslaver and its horde of robot minions, come to Earth in search of “merchandise” for resale in the galactic black markets.
Might be interesting to compare and contrast the three villains’ effectiveness and play style, since they all revolve around adding minions to the scene. Not all baddies are created equal by a long shot, even when they use a similar schtick.
Monday’s new villain is the Renaissance Man, a villainous polymath with the ability to turn his mental creations directly into reality. So pretty much evil Leonardo da Vinci as a Lantern Corps member.
Tuesday adds a villain “odd couple” (does anyone even remember that show any more, much less the film?) in the form of Tortoise and the Hare, a power armored scientific genius with a wide array of defenses and a magical rabbit cursed with a human body.
Wednesday brings us to Fireteam Firestorm, a four-man villain team of ex-mercenaries. Well, really they’re still mercs, just radioactive ones that can fly and shoot atomic energy bolts now. They’re another experiment with “off kilter” archetypes, since they’re a team composed entirely of Loners. Mechanically, it makes them fairly weak at first but they stronger as members drop, which poses a small puzzle for heroes fighting them. Do you focus fire and KO them one at a time, meaning the others are hitting back harder, or do you try to spread your damage around and leave them relatively weak until your’re ready to finish them all off at once?
Thursday sees two different versions of Crossbolt, a weapon specialist with gimmick ammunition inspired by Green Arrow and Hawkeye. Another mechanics experiment, using the Adaptive approach to let him toggle between different energy/element damage types during a fight, or even amp up his Swinging - because what gimmick archer type doesn’t have a grappling hook arrow? 
Finishing off the week with Negator, a ruthless vigilante cape-hunter bent on making reckless supers pay for their behavior whether they claim to be heroes or villains.
Dreadmorphs, shapeshifting Things from another world, in minion, lieutenant, and full villain form.
The Court of Entropy, a demon king and his inner circle of advisors.