Reckless Blade's second ability will never trigger; the most amount of bleed she can stack on herself is 15 stacks, less than half of what's required for +10% damage. I assume the reason the amount of bleed needed and the damage of bleed are the same is because you're supposed to get +10% per attack, giving huge damage bonuses at the cost of making her turbo-murder herself, so I'll act as if that is the case.
In which case, I like it a lot. its a musha that works well at fighting bulkier enemies, where the bleed stacks allow her to wear them down (Puzzle has shown that stacking arts dot is surprisingly good) while keeping her health up from the extra healing- 150 HP per hit is 115 HP/s, which while it won't stop her from murdering herself at base it will slow it down drastically. Plus, she's got a lot of HP and Def, so it'll take a while for her to die, and that's without running a bard or perfumer for passive healing.
S1 is a great way to go "wait, I want her to stop dying, please." it boosts her hp on hit to 250 at m3, with a very nice cost of only 11, and a nice 55% dodge to make sure no enemies can easily take advantage of her likely weakened state. The standard no-support laneholder skill.
S2 is an incredible elite killer. She stops blocking so melee enemies can't hit her; she heals for 450 every attack; and stacks 120 arts DoT per attack. Even with the reduced damage, this is honestly kind of absurd at SL7, let alone M3. The standard "I heard you liked their S1, so now here's a much fancier and stronger version" skill. Notably, there are still times in which you would take S1, since S2 really wants there to be a strong enemy she can keep attacking.
S3 is honestly really neat. Requiring attacks to proc, and then also requiring a strong enemy that won't die in order to access the stronger second portion, is both a great way of translating ruina mechanics into arknights but also the kind of skill concept that I get excited about. Especially because we have extremely few counterattack-stance skills- I can only think of three (thorns, nian, and jackie), and of those only one is really used. S3 is the midpoint between S1 and S2, in the sense that it lacks the pure kill power of s2 with its three hits all stacking bleed, but it makes her sustain absolutely stupid. 23.5% HP per attack, along with her insane def and res gain, make her completely unkillable by all but the strongest enemies, like mudrock golems, at the cost of making her much, much worse at fighting those kinds of big single hit enemies.
Notably, she has absolutely no cooldown on s3, unlike thorns and jackie, meaning any fast attacking enemy would not only instantly kill itself but heal lineage to full. I think it would be really, really funny to do that on chapter 10, with her being melee attacked by up to 7 enemies at once.
Module is a very cool idea for musha modules, and one I could see being made for real.
all in all, very cool musha, and one I'd love to play with if they were a real unit.