Patrol for 2-3 hours a day. Some of that may be time with local police. Ride-alongs, providing help. Sometimes that help is just being a face among the police when handling anything from domestics to tweakers on a bad trip. Some of it may overlap with...
Ward mentoring. Stick one or two Wards with the cape or one or two capes with the Ward. Can range from time spent helping them with homework to easy-mode patrols or making sure they don't do something like announce a dumb & vaguely rude hero name in front of a crowd. Some love this duty, some actively avoid it, and some don't qualify for it because they aren't good role models. The latter two groups and anyone who is actively being kept out of the public eye/being trialed tend to get more...
Class time. Paid time to attend classes. Expand knowledge, round them out as people. Can be practical skills (vocation/training), parahuman science, and university classes.
Events. Not daily, but every two weeks or so there'll be something. The goal is to keep capes in the public eye. So it could be anything from cape magazine articles featuring a cape or group of capes to visiting a school, updating a video feed or having a very branding-focused spotlight for a video clip online, etc. The cape doesn't handle all of the prelude, but there may be some rehearsals, time spent in meetings discussing this, and they'll be kept in the loop during the back and forth, so they know what's going on. Not the most time consuming thing, but it's enough of a change of pace and low-level headache for ~many~ capes that they'll be left feeling like they're preparing for, handling, or recuperating from an event at all times.
Actual missions - like 'get the team together, we're tackling this' end up being much like events, but with less preamble and more follow-up.
Crisis points. Generally attached to the beginning or ending of a patrol. Extends patrols by another hour, hour and a half a day. Schools, hospitals, police, social services and the like all send information to the PRT regarding incidents and people of interest on a regular basis. Workplace accidents, recent firings, child abuse, and so on. The idea is to touch base, investigate for any unusual goings-on in the wake of the incidents in question, and ensure that the road to the Protectorate/Wards is a clear and easy one to take, should anyone in the wake of these incidents have triggered. A lot of the time it's being a sympathetic and friendly face to bystanders and victims, so the PRT comes across as approachable.
Paperwork. The bane of institutions everywhere.
Oftentimes it's (after accounting for travel time) ~4 hours a day of patrol and crisis point. Then 4 hours a day of being in the base and immediately available. While in the base a cape might have an online course playing on a monitor while they do paperwork. Then about half an hour to an hour a day of event coordination and half an hour to an hour a day of time with the Wards (or other Protectorate members, but this is informal). ~8 hour days broken into time out & about and desk time.
In the playable aspects, I would play up the crisis point stuff - drop the questers in a few scenarios, let them look out for trouble. Maybe it's obvious and it becomes something where they need to hold down the fort while help arrives, and maybe the clues of one event pave the way when an incident happens later, and the questers can say "Oh hey, we might have an idea who that is." Let them flag incidents or leave them be.
Let them pick who they mentor out of a cast of Wards, shape the Ward, chime in on stuff, provide counsel, see if they can't steer the Ward into a good place. Insert drama, problem solving, etc.
And patrols. Interesting stuff happens on patrols. Especially as stuff happens in the greater picture.