05: This stands out as not being to soft, but rather too harsh. I think average stat for sanity is 31%, succeeding on a disadvantage check at the average stat would be around 10%. If you get this result you are very unlikely to recover. Perhaps moving this to lethal or even fatal injury would be better.
06: I do not find minimum stress to be a very interesting mechanic as you barely never go back down after starting to accumulate stress. Perhaps forgetting some major npc or even a pc would be more interesting.
07: I might have read this incorrectly. I was thinking items was just including consumables and such things and not weapons. My group do not use those kinds of items very often and the times they do dropping the item and having to pick it up again in a low pressure situation would not have any actual effect on the game. If it does include weapons it is definitely harsh enough.
08: Doesn't seem very impactful at all, perhaps move down to major injury.
09: Almost seems like a boon rather than a curse. The flavor of permanent decohere is good but it should be a terrible fate to be caught here.
In summary option A is switching 05 and 08 and adding something truly diabolical to 09. Option B is to move 05 to fatal injury, 08 to major injury, and add something a little softer than 05 as the final lethal injury.