O hi! I love the idea behind your game. I'm also making an AU Nolanverse game with a completely different focus, so hopefully they'll coexist nicely. (PS, don't look at the info because there are TDKR spoilers.)
ANYWAY.
I have worked in games that did point systems and they're wonderful, as a player, to rack up points to be able to buy things with. The downside was it was a lot of work. Who is going to do the work? If you make the players tally up the points it can get frustrating but it's also a great way to do an activity check. ("Okay, players, turn in your point sheets this week so I can see who's active!")
I also love tabletop games and I'm really excited and hope that your system works out. It sounds like you've put a lot of thought into it, which is great. I always missed the lack of dice in journal games to help move action and keep things exciting and interesting so you don't know who is really going to make it in a combat situation.
That said, my only concern would be player motivation. I used to do challenges and plot posts but wasn't always able to keep my players interested. You'll want to make sure you have players who are invested in the system. I really hope this works out. Hell, if my game falls through I'll probably come check yours out!
For my game I think I'm going to allow players to pick up "territory" in Gotham City through activity. "Do X number of posts and you get to stake a claim on one of the locations/territories. Do X more and you can have two areas your good guy or bad guy controls. Challenge a player to a territory battle and see who is the most active or does scenes with the most number of players, and you can take over one of their territory sections!" But for me, I think that's the extent I'm going to do.