has it right. The Canadians in Ortona are built as veterans who manifested their powers during combat, resulting in Mental Stability scores higher than the Hellions.
Maybe missing from the download is the fact that some of the Canadian Talents manifested during the Moro River campaign and did not get to go to TOG school. Those characters were awarded an extra 5 Will (Current Will, not Base Will) to start the game.
When playtesting Black Devils Brigade, the feedback from most players was that they wanted to do cool stuff as super powered soldiers from the outset, as their life expectancy didn't look too great. :-) BDB Talents are built on a different template from regular Godlike characters, with only 20 points in powers, so it was hard to build cool characters with high Base Will. I designed the BDB characters by utilizing more points in their powers and fewer points to Base Will. When going to Ortona, I kept the same sort of philosophy as the campaign can be used as a "side quest" to BDB.
This isn't anything new, though. All the characters in Saipan have Mental Stability and half of them have 6 Base Will or less.
Both BDB and Courtyard have instructions for balancing an adventure based on total Will of the PCs versus the Will of their opponents (page 58 in BDB, and a more detailed form on page 22 in Courtyard). In BDB, we even publish the total Will for each group of ubermenschen. In practice this proved to be more effective than balancing power point costs.
We should probably write a short essay on creating Godlike characters, the choice of emphasizing will versus powers, and how to design opponents based on player character designs.