I don't like the 2^n scaling from that list, at least at first glance. I'll try to come up with something I like on the spot, though it may end up being significantly worse, though I hope better. From experience, it's not uncommon to have a brutal day in RMSS and get more than 16000 experience. If it's too hard for a superhero, I would hope my mortal PCs would advance more than level 1 to level 2.
If we go by standard RMSS difficulties plus "Mundane" (nothing happens), I'll take
0 Mundane
1 Routine
2 Easy
3 Light
4 Medium
5 Hard
6 Very Hard
7 Extremely Hard
8 Sheer Folly
9 Absurd
We can assume Mundane is worth 0, but exp(0) equals 1. Either we normalize after the fact or just ignore it and grant minor experience for surviving an extra day.
Then, I want to make 2 more reference points to fit an exponential curve.
The easiest would be a commoner - let's say an artisan, because we all know laborers, farmers, and slaves have Hard days every day, and they can't all be level 50 at age 25
- and the expected adventurer in my campaign. If you use this approach you can tailor daily experience to your campaign quite easily.
Average week for our artisan: let's say 2 Medium days, 1 Hard day, 2 Light days (Monday and Friday?), and 2 Routine days (weekends) every week. I want my 45-year old artisan to be rougly level 20. so that's 45-18 = 27 years at 52 weeks per year, or 1404 weeks to get 500000 experience. I end up with:
2*1404*a*exp(b*1) + 2*1404*a*exp(b*3) + 2*1404*a*exp(b*4) + 1*1404*a*exp(b*5) = 500000
Now for our adventurer. I'll assume 1 rest day (Routine), 2 uneventful travel days (Light), 1 eventful travel day (Medium), 2 busy days (Hard), and one dangerous day (Very Hard). This is just going off how I would off-the-cuff guess at difficulties if I were GMing. Obviously many will disagree. I reckon an adventurer who had crappy terms of employment that didn't give any vacation time would hit level 20 in maybe 2 years. This gives me:
1*104*a*exp(b*1) + 2*104*a*exp(b*3) + 1*104*a*exp(b*4) + 2*104*a*exp(b*5) + 1*104*a*exp(b*6) = 500000
These two together give the following equation:
-a*exp(b*1) + a*exp(b*4) + a*exp(b*5) + a*exp(b*6) = 4451.56695157
Well, that doesn't make things very simple. If I assume a complete layabout who undertakes absolutely no challenges will fail to reach level 2 by the age of 60, my constant 'a' will have to be less than 4.57 (edit: I screwed up here and forgot to multiply by 7 days/week. If I corrected this, my Absurd experience would end up in the millions so I'll leave it be). 2 experience for a worthless day seems fairly reasonable, so I'll try setting it to 2.
This gives me a 'b' of 1.231583160748 (far too precise) and the following scaling:
0 Mundane: 2 EP
1 Routine: 7 EP
2 Easy: 23 EP
3 Light: 80 EP
4 Medium: 276 EP
5 Hard: 945 EP
6 Very Hard: 3238 EP
7 Extremely Hard: 11095 EP
8 Sheer Folly: 38018 EP
9 Absurd: 130274 EP
Well, damn. A single absurd day could rocket you from level 1 to 9. This seems slightly crazy, but I wouldn't classify a day as Absurd unless it involved running a marathon while dodging spear-throwers and then scaling a 200' glass wall to fight 3 dragons on an oil slick while dodging gunshots from veteran snipers, so maybe it's not completely crazy.
If I change my worthless day to being 4 EP, I get the following:
0 Mundane: 4 EP
1 Routine: 12 EP
2 Easy: 37 EP
3 Light: 111 EP
4 Medium: 338 EP
5 Hard: 1024 EP
6 Very Hard: 3102 EP
7 Extremely Hard: 9404 EP
8 Sheer Folly: 28505 EP
9 Absurd: 86404 EP
This might be slightly more reasonable. My 2 theoretical people will still level at the desired rate. Frankly, I'll stick to the standard experience system or a goal-based system as a lot can happen in a single day, and eyeballing the difficulty of an entire day will likely elicit more groans from players than telling them their moving maneuver was not Sheer Folly just because they used a Fate Point to avoid falling into a coma.