I have some issues with this submission. Firstly, I have no idea how it relates to the theme of the Jam. I've read the project page, and I still don't understand what the word Legacy in the title is referring to exactly. The submission itself is fun and creative, but, in my opinion, it definitely needs more refinement. It tries to push kit mechanics further but, in doing so, hurts its own usability. I wouldn't allow any of these (except maybe for the Wilder), unless there were a specific situation in the campaign where it felt appropriate to bend the balance. Most of these kits' benefits don't feel like Signature abilities. A signature move that defines your fighting style.
Ascetic: Mostly alright, but 1) I don't see how Reason can affect whether the target is bleeding (and the flavor of the kit makes it seem like it's actual physical bleeding), and 2) "If you're bleeding or after you take damage from this effect" sounds confusing. So, if I'm not bleeding and I take damage for it, I can add additional damage to that attack? Because if so, it means I can add additional damage either way.
Intercessor: That's definitely not a signature ability. I like the sidebar that explains what a "mission" is, but an ability that you can only use once per quest (not even a respite) is no way a signature move.
Valkyrie: "You are charged with guiding [the soul] to the afterlife". What happens if I don't do it? Can I not do it? There will be multiple creatures per encounter that could be subjected to this effect. I could give it a pass if it were a "you reduce a creature to 0 stamina with this ability" instead of an attack. And what exactly "guiding to the afterlife" looks like is very vague. I understand this is on purpose, but this vagueness only hurts the ability, in my opinion.
Witchblade: Pretty fun. My only issue is with the Shadow of Corruption curse. Automatic Slowed" effect with no potency check is too much for a signature ability.
Wilder: No notes. Nice implementation of a Beastheart-light type of character.