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You can have multiple Flashbacks for one character as long as they're not too same-y or uninteresting.
For the melon example, is it really "illuminating" in context? Probably not. That being said, I can imagine a scenario where it would be, because Cowboy Bebop can be really silly sometimes, and that's totally fun to play. Like if a character is obsessed with a melon that only grows on their homeworld, and they haven't been able to find one for 5 years or something. That actually *would* illuminate something about their past, and is totally something that could become something of a running gag.
The Flashbacks don't have to be connected specifically to a Trouble or Bounty. You could use a Flashback to show how you know a particular contact, or why you were kicked out of your gang, or what growing up on Venus was like, pretty much anything. It's basically a way to sneak extra "moments" into a session.
For campaign play, you can use multiple Flashbacks to show how your character's motivation has changed or deepened, explore a new facet of their past, or anything like that.

What about Leverage-style Flashbacks where we learn that the characters had prepared something ahead of time to deal with the current problem or obstacle? (Something like "Oh yeah, I did some research yesterday and set up a fake account that I can use to get past this checkpoint. Let me tell you about it..")

I'd support it. Especially if it was interesting, cool, or moody (and not just some perfunctory procedural stuff).