Many playbooks in the jam break all those "rules", so I suppose it's up to you if you want to adhere to the "standard" BitD playbook format, which are like Dissonance listed. Special playbooks like Vampire, Hull, and Ghost don't follow those, though. I've stuck to the formula since I like pretending my books could work as core playbooks, but that's just me. Having abilities that grant +1d or +1 effect are likely good in moderation since they hook into a core mechanic of the game and how the bonus is triggered says a lot about the flavor of your playbook. But reread the core playbooks and you'll see that most special abilities don't follow that either.