I see. Thanks for the pointing it out.
My turn to point out some things for refining her then.
First, you may want to check your spelling and grammar a bit. There's missing words in a lot of descriptions, and other words are missing letters. For instance, you have "govern" instead of "governs" on the two relevant abilities.
Second, your first spell should have either the "Boost Self" or "Boost Weapon" ability listed, and your second should have "Boost Self." Spells are allowed to have 2 abilities by default, so this shouldn't require any major adjustments.
Third, your weapon. Your weapon still has an affinity that your magical girl doesn't. One that doesn't really make any sense, no less. It also has 2 attacks per turn, when Myth Makers have a maximum of 1 on their weapon to start with. Double hit doesn't increase that number as far as I'm aware, it just makes each one of that number count as 2, which means that as it stands you would be getting effectively 4 attacks per turn. Lastly, I would advise changing the weapon's name to something more unique. It can be a katana, but what's the
name of that katana?
Fourth, going by what you used it for I would change Sword Maiden's second affinity from "Zero" to something more like "Emptiness" or "Void." Zero is technically similar, but carries a different set of connotations that you don't really make use of in her actual kit, while you do use the ones that something like "Void" has.
Lastly, I would consider changing out both Heavenly Steps and Practitioner for something more in-theme. Especially Practitioner. Heavenly Steps could just be changed a bit to fit the "void" theme while still doing mostly the same thing, but Practitioner just does not fit the themes you're following at all. Since so far you seem to have kept the two affinities mostly separate, you may want to use that ability slot for something that brings the two together and ties her kit into a cohesive whole.