Hi there!
1. The assumption is 1, but folks can make them especially powerful if they want.
2. They are mostly flavor. They just indicate that the PC should be doing a particular thing when describing their turn so that they act in a way that works with how the gun works. But no mechanical obligation!
3. Good eye! That difference is intentional, because LIGHT does not have a GM Turn. Since their is now GM Turn, the enemies need more opportunities to be reactive, and so LIGHT has success bands that cause a lot of enemy activity.
Glad you're enjoying it and looking forward to seeing what you come up with!