Nah you don't gotta apologize, I'm not as active on reddit- Thus far this's been where people usually ask game related questions, so I keep a closer eye on it. That and reddit's not really been good for me in the past/it's been impossibly hard to get my art to go anywhere, so I've more or less given up trying xwx;
It's all themes at the end of the day! Each hue touches on a particular sort of broad category of persona, or dynamic, which influences their boon/blessing/bane. Beacons being fonts of hope and try-again determination, but ultimately being ESPECIALLY effective only a few times while others try to snuff them- Heartbreaker's taking the first and most direct routes to come to mind, and being very inflexible in diverting from indulging that impulsiveness. Soul-Possessed having access to an almost uncanny perceptiveness and knowledge, but ultimately being forced to live through a very real depersonalization/derealization at the hands of an entity who is ultimately alien to them, etc.
Boons are often a smaller, lesser benefit- whether passive or paid in guts, or single use, that players can draw on freely; blessings are more overt/potent, representing the core of the hue's themes as well as offering considerable influence or power. Banes are, on the other hand, the crux of those same themes- like flipping a tarot card upside down, and mirroring a hue's flaws in distinct clarity.
If you'd like examples from other TTRPGs that influenced this kind of thinking and approach, i highly highly recommend both Changeling: The Lost and it's predecessor Changeling: The Dreaming; both are games about the fae in the modern day, where player archetypes/fae-kith come with their own birthrights and frailties in similar manner to what i've written in Heartbreaker.
It depends on how you mean- my approach to dialtone's soulless was a bit different than UT/the bits of deltarune we've seen up through chapter 2, in that the lack of a soul doesn't deny someone their personhood or MAKE them into an unfeeling monster. The tagline i wanted to highlight most was "Is this how you are? Maybe- but it doesn't mean you have to be. It doesn't mean you can't try."
A lot of the hues-writing was made to pave way for character hooks one could use as a guideline if they didn't have anything else- in the case of the soulless, perhaps making it a long-term goal to regain their soul or question what it means to lack one/still have agency in their lives. That being said, even as the writer/designer for the game, i'm always going to defer to players and encourage them to approach or adjust mechanics as they see fit; if the boon/blessing/bane for the soulless is a lot to handle, you can adjust as you see fit.
If it helps you any, my intent was to kind of emphasize the weight of consequence with them- the boon and blessing are radically potent in combat... but by and large just combat. TTRPGs by and large often aren't just combat, and have a lot of interpersonal relationships or dynamics going on between party members and npcs- thus the bane literally makes it harder to wear your heart on your sleeve, and to be known by others in an emotional capacity.