Air Powers -- suffocation from poor control, fainting due to air mix errors, usually-superficial injuries from whirling debris, chapped skin or small abrasions from turbulence, barometric trauma from sudden pressure change, throat or lung irritation from turbulence, injury or death from falling if used to fly.
Allure, Charm, Pheromone Powers, Siren Song -- disruption of natural bodily cycles or functions, assault by aroused or outraged humans, moral injury.
Ancestral Powers, Angelic Powers, Divine Powers -- accidents due to distraction, overload or burnthrough of human system, difficulty relating to other humans, explosive loss of containment, insanity, unsafe advice from higher powers, attacks from outraged humans.
Animal Communication/Control and Plant Communication/Control -- accidental injuries when summoning ability exceeds communication or control ability, loss of human awareness, increased difficulty in communicating with humans, emotional injuries from exposure to stressful topics.
Animal Traits -- accidental injuries due to difficulty coordinating diverse body parts, collisions due to spooking or other instinctive behavior, assorted assaults from bigots, mental and physical problems caused by isolation, animal attacks due to looking or smelling wrong, animal assaults due to mistaken mating pheromones, possible interspecies pregnancy. This ability has a higher-than-average tendency toward atypical drug reactions, even beyond the generally higher risk for soups. With mixed DNA, this also raises the chance for germs to mutate in a super host.
Armor, Invulnerability, and Super-Toughness -- injuries caused by overconfidence, secondary damage when an injury cannot be treated with ordinary medical equipment. These abilities have higher-than-average risks of harm due to lack of appropriate health care, such as when an armor-piercing bullet gets in but a scalpel cannot.
Bonding and Hive Mind -- accidental injuries from distraction, acquired mental injuries or illness from contact with others, emotional injuries from stressful topics, mental overwhelm, enmeshment from thinning boundaries, touch starvation if isolating to avoid overwhelm, variable levels of trauma from separation (occasionally fatal).
Earth Powers -- suffocation from landslides, blunt force trauma from rocks falling out of control.
Empathy, Telepathy -- accidental injuries from distraction, migraines, seizures, nosebleeds, acquired mental injuries or illness from contact with others, emotional injuries from stressful topics, mental overwhelm, touch starvation if isolating to avoid overwhelm.
Fire Powers -- burns from flames that get out of control if the person lacks immunity, lung damage from heat or smoke inhalation, beatings from outraged bystanders, injury from fire extinguishers if someone tries to put them out, death from spontaneous combustion. This ability has higher-than-average risks of injury and death. It correlates strongly enough with arson urges to show in the statistics for arson.
Flight -- wing injuries if present, lung injuries from flying too high, barometric trauma from sudden pressure change, blunt force injuries from hitting objects overhead or crash-landing, chapped or damaged skin from wind or debris, exposure from getting lost. This ability has a higher-than-average rate of injury and death.
Healing -- exhaustion or malnutrition from overuse, absorbing a health problem. This ability has a higher-than-average risk of accidental bonding.
Invisibility -- exposure from getting lost, collision trauma. This ability is especially prone to getting hit by cars or other vehicles.
Male Pregnancy and Other Pregnancy Related Superpowers -- injury or death if lacking required secondary powers for safe delivery, assault from outraged bystanders, body or gender dysmorphia, ego-dystonic feelings.
Phasing -- suffocation if they can't breathe while Phased, amputation or death from improper merging with objects, tissue rejection shock from improper merging with another person. This ability has a higher-than-average level of injury and death, also accidental bonding.
Precognition -- accidental injuries due to distraction, depression, moral injury, attacks from other people wanting to suppress or control knowledge of the future.
Self-Detonation -- fatal unless the person has a secondary power like Reconstitution or Regeneration. This ability is the most notorious for being routinely fatal.
Shapeshifting -- getting stuck in a form or between forms, loss of human awareness, bites or scratches from other animals, animal attacks due to looking or smelling wrong, animal assaults due to mistaken mating pheromones, possible interspecies pregnancy, gunshot or arrow wounds if mistaken for a game animal, parasites or diseases passing from one form to another if not protected against such. This ability has a higher-than-average tendency toward atypical drug reactions, even beyond the generally higher risk for soups. With mixed DNA, this also raises the chance for germs to mutate in a super host, although shifters may be able to kill an infection by switching to a form that can't sustain it.
Super-Intellect and Super-Gizmology -- accents from an experiment gone wrong, emotional injury from exposure to stressful topics, beatings from jealous people, addiction or self-injury in attempt to turn the brain off.
Super-Senses -- injury to enhanced senses from overload, collision injuries while fleeing overstimulation, self-injury in attempt to distract from overstimulation, emotional injury from exposure to stressful topics.
Super-Speed -- fainting from low blood sugar, blunt force injuries from running into things, serious burns if synthetic fabrics melt or catch fire from friction. "Speedster's Knee" is a specific injury caused when part of the body stops and part keeps going, as when one foot steps in slowsand or a hole; the knee is most often affected but other areas can be injured also.
Teleportation -- exposure or other environmental damage from getting lost, amputation or death from merging with objects or partial transportation. This ability has a higher-than-average level of injury and death.
Weather Control -- blunt injuries from hailstones, temperature illness from poor control, usually-superficial injuries from whirling debris, injuries or death from falling if used to fly, burns or electrocution if ability to summon lightning does not come with immunity.
Water Powers -- drowning if not immune, hypothermia from too much immersion, pressure change injuries if not breathing water, gill or lung injuries from breathing contaminated water, injuries from aquatic life like sharks.
You can see why parents in Terramagne are often more anxious than here.