If one were to do a crime of the week thing, with a map and perhaps with a villain or gadget, how would that be different from an adventure? I mean, if you wanted to help the weary or suddenly on-the-spot GM.
What I would find useful is a map, a list of powers that make the crime a non-starter, and a textual description of the villain. The GM provides why the villain is doing it and tailors the crime and equipment a bit to suit the heroes, if necessary.
The map and the villain might even be references, because there is a certain amount of overlap, but this is one of the cases where specificity is your friend. Otherwise, you do six or even thirty-six of them, run through the major plot situations, and are done...without it having much utility. There's a limit to how generic we want things if we're in a hurry.
No, I'm thinking of stuff like a map of a restaurant and the wine cellar in the basement has an extremely rare bottle of wine that the thieves have been hired to steal. In a superhero universe, how do they do it, and how do the heroes find out? (We assume that the thieves are competent.)
Or the villains need something, so they've kidnapped the dependent of one of the heroes (or of an NPC hero, if everyone has created brooding orphan loners who work together), and the crime is to stop the hero and find the dependent. (Variation: The dependent isn't kidnapped at all, but has been sent by the thieves on a free vacation to a spot without wireless. That requires a very particular personality type on the part of the dependent.)
It's more a criminal situation than an adventure.