GSE Saving Queue Bug?

It started clogging up after I messed around with variables(see below)

function()
    local hasBlackoutKickBuff = false
    local spellName = Blackout Kick!  -- The buff we are checking for
    
    -- Loop through all buffs on the player using GSE's AuraUtil
    for i = 1, 40 do
        local name = GSE.GetUnitBuff("player", i)
        if name == spellName then
            hasBlackoutKickBuff = true
            break
        end
    end
    
    if hasBlackoutKickBuff then
        -- Buff is active, print message
        print("I have the buff!")
    else
        -- Buff is not active, print alternative message
        print("I don't have the buff!")
    end
end

Also need some help with my variable, I want GSE to read when I have or lack X buff

function()
    local blackoutKickBuff = "Blackout Kick!"  -- The buff we are checking for
    
    -- Check if the player has the Blackout Kick! buff
    local buffName = AuraUtil.FindAuraByName(blackoutKickBuff, "player", "HELPFUL")
    
    if buffName then
        print("I have the buff!")
        return true
    else
        print("I don't have the buff!")
        return false
    end
end

Above is a 2nd version i was working with and trying to update but GSE stopped saving/updating the variables or sequences

I found out its impossible to do this type of variable