Ah, interesting. Appreciate the clarification re: blind/silence.
As for the rest, I do feel strongly that having helix choices with zero impact on an entire game mode is broken in the sense that it’s a negative for the game that should be repaired.
Having a meaningful choice is a big part of what makes the Helix system cool. From a game design perspective, if 100% of experienced players are doing something 100% of the time, it’s not an interesting piece of the game.
This is analogous to cards in a TCG game like Magic: the Gathering or Hex that are so effective that every single deck that can take them must take them or be strictly underpowered. That’s why they restricted and ceased print runs of Black Lotus. There was no deck that couldn’t be improved by having Black Lotus added, so it was a drag on the design space.
If there is only one correct choice at a level of a character’s Helix, that Helix needs tuning. It doesn’t have to be 50/50! Correct choices might be sufficiently situational or preferrential that they are only used 20% of the time. But if you’re down to 2%, and those 2% are there because somebody either doesn’t understand the game or pressed the wrong button, that’s not making the game better.