Superhuman intelligence and planning ability is one of those traits it's pretty difficult to model without involving retcons of some sort.
This is, however, at least partly because those traits tend to work the exact same way when shown in fiction. The kind of feats we see explained away with "I'm so smart" are often pretty impossible no matter how smart you are, so fictional characters get to skip the process and go straight to "haha I predicted this now let me never show you how". Speaking personally, the more of the process is actually shown, the more satisfying I find such sequences, and the more genuinely intelligent a character seems.
It's the line between responding with "oh, hey, that was a clever plan, this guy is clever" and "so, wait, the Joker got all those explosives into the hospital how, again?" In a detective story, the mystery you can work out for yourself is more satisfying than one where a solution is pulled out of the detective's ass at the last minute. Flair can cover for a lot, of course.
So in an RPG, I find the most satisfying plans are those I actually... planned, as it were. Blowing some mana or Fate points and saying "I made a plan" is not the same thing. It's unsatisfying. Nevertheless, if my character is super strong, I get to act out them being super strong, and I don't have to be super strong myself. If my character is super smart, it's much harder to act out them being super smart, and I have to be pretty smart myself.
There are two basic things one can offer, if restricted to associated mechanics.
The first is information - rather than having a utility belt that your character can fiat into including those tools they "predicted" they'd need, your Storyteller can help you actually predict what tools they'll need, by telling you about the challenges you're going to face as your character "works them out" through investigation. Rather than being able to spend a Fate point to go "aha, I totally knew about your evil plan all along and acted like I didn't to bluff you", the Storyteller can just... have you roll to work out their plan ahead of time, and you can decide to bluff them or screw with the plan or whatever.
The second is good Storytelling - or "cushioning", if you prefer. That is to say, if an Intelligence 5 War 5 character comes up with a plan, assume it's a good one. The Storyteller can and should nudge the player if it's terminally stupid - this is an inverse of the fact that they shouldn't demand that the player of the Strength 5 Athletics 5 character do push ups - but often it's easier for him to just run it as though it were a good plan. Show off how if they'd taken the other path, they'd have run into a ton of guards. Look at that dead saboteur - if they'd not laid those traps, they would have been ambushed in the night. That troop placement was a totally great move that forced the enemy to ford a river or whatever.
It's not impossible to represent superhuman intelligence without disassociated mechanics, it's just a bit harder - and less likely to produce cinematic supersmart moments because most of the time those moments rely on the audience not knowing what's going on in the genius' brain, which is something denied to players and their characters - obviously - outside of retcon mechanics.
Note that Solar magic imitates but is not "human excellence". It is magic. A Solar can break a genuinely unbreakable code like a one-time pad by blazing "I SEE THE TRUTH OF ALL THINGS, MORTAL". As a result, you have more options for providing information and cushioning through associated mechanics without looking goofy.