I partially agree with this - Superman has a pretty solid neutral game, and can more or less be played at any range. However, I'd be careful about just flying around and using heat vision - It's got a lot of landing recovery, and people with fast, long range punishes like Deathstroke or the Flash can hit you for it or close the range easily. You can definitely throw it out to check people, just be careful not to get predictable or rely on it too much.
d1 pressure is good once you're in close, as are blockstrings ended with ice breath (non EX) which I believe leaves you at advantage. If you get a hit on any of your strings, you obviously want to confirm into full combo - I don't actually like ending combo strings with breath though, BECAUSE it gets you space, and there's almost always something else you can do to get more damage anyway. A lot of other characters seem able to play a better range game than Superman does.
What I like to do in neutral game is try to play midrange footsies as much as possible. Superman's f2 and d/f3 (slide sweep) have much better range than a lot of normals and are reasonably quick, which makes them ideal punishes. Plus, f2 nets you a full combo on hit, and can be cancelled into breath on block, making it a very safe option even if you just throw it out.
I haven't played Superman with frame traps and mixups so much as defense, patience, and punishes. Game's still early obviously, so we'll see what people figure out in terms of that stuff - I've had a lot of success with this mentality so far though.