Destinia:
I'm once again at a loss to understand what Destinia is supposed to do. In Green she can give herself a persistent boost, and then Offensive Strike is probably going to be her bread-and-butter action. Defend with Mid + an action with Min is one of the least useful ability types out there, and two actions with Min is rarely going to do anything useful. I'd favor Dual Strike, Precise Strike, or Throw Minion over either of those. In Yellow she has another one of my least favorite abilities (take a basic action and remove a penalty on yourself or recover with your Min), and it's a version even more restrictive than usual since it can only boost herself. It'll be valuable if she picks up a -3 or -4 persistent penalty, but that's only going to happen so many times. Danger Sense is okay but also may or may not see frequent use. Meanwhile the "multiple targets" ability, which are great, especially on heroes who boost themselves, wasn't taken. So once again we have a hero who'll spend most of their time in Yellow using Green abilities--and Destinia doesn't have a lot of great Green abilities either, Then once in Red, you have Specialized Info, which is pretty great, but then Reliable Aptitude, which can't be used with Specialized info and will therefore be used with... again, mostly just Green abilities, and not even all of them. This is a hero who starts off with a lot of options, if not great ones, but falls behind at lower Status, especially with her Distant personality.
Axia:
Persistent boosts and persistent penalties are a great way to start off an encounter, and controlling positioning and turn order can be unexpectedly valuable. Then in Yellow you have a mass attack, albeit one that comes with self-damage (though not usually too much of it--and the more you take, the more valuable the action was anyway). You'll be taking out lots of minions, so boosting yourself when that happens will be helpful. Unfortunately, Reality Shaper comes with only Reactions, which will conflict with Absorb Essence; not sure Helpful Analysis is the best choice here given that you're already taking self-damage, and this one can be pricey. Unerring Strike is a great offensive ability, and Purification can be a handy get-out-of-jail-free ability, though I'm not sold on Ultimatum--a single-target -4 Hinder and a self-only ~+2 boost is pretty weak for a Red. Unfortunately you don't have much available to you in the way of defense or healing, or I'd recommend that to make up for your self-damage. I'd probably take Inspiring Totem to add a Defend or maybe a Hinder (but then I always try to take Inspiring Totem!). Give Time or Reliable Aptitude would be thematically appropriate.