Also, a player thought about homebrewing hues and I want to homebrew one that makes sense for their character. Got anything to keep in mind when coming up with boons, blessings and banes?
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.