For one, they are written in a really terrible style for D&D. So here I'll rewrite them for you:
Lantern Ring
This lantern ring holds 8 charges, and regains all charges when you finish a long rest. It comes in several different colours which grant unique abilities You can use an action to spend these charges to produce a variety of effects:
Suit Up (1 charge) as an action you summon a magical suit of armour around your self which lasts for 1 hour. You gain +1 AC and a 30 ft fly speed and the suit provides safe breathable air to you.
Psychic Blast (2 charges) you fire a blast of psychic energy at a creature within 60 ft of you. Make an attack with a +10th, on a hit the target takes psychic damage equal to a number of d8s equal to your level.
Create Lanterns (1 charge) you magically summon up to 3 hooded lanterns, they emit bright light of the same colour as the ring and do not need any fuel. The lanterns disappear when you finish a long rest.
Protective Dome ( Blue Ring, 4 charges) you create a magical dome of blue energy that extends is a 35 ft radius around yourself. Creatures of your choice within the dome gain 5 temporary hit points at the start of their turn, and heal 1d6 hit points at the end of their turn.
Transfer Power (Blue Ring, 1 charge) you restore 2 charges to another lantern ring that is within 15 ft of this ring.
Legendary Resistance (Green Ring, 2 charges, reaction) when you fail a saving throw you can use your reaction to spend 2 charges to succeed instead.
Second Life (Green Ring, 4 charges, no action) when you would be reduced to 0 hit point you can spend 4 charges to be instantly restore to half your hit point maximum
Steal Fate (Orange Ring, 2 charges, reaction) when a creature within 40 ft of you rolls a d20 you can use your reaction to spend 2 charges and steal that die roll, storing it in the ring, and replacing the target's roll with a Nat 1. Using 1 additional charge you can replace one of your d20 rolls with a number stored in the ring. The ring can only store 3 numbers and stored numbers are lost when you finish a long rest. ***This is incredibly OP and far better than any of the other rings***
Avenge Lovers (Pink Ring, 4 charges, bonus action) you grant yourself advantage on attack rolls against any creature you have witnessed harm your allies. When you hit with one of these attacks you deal an additional 1d6 psychic damage. ***This one is weak compared to the others***
Shield of Compassion (Purple Ring, 4 charges) When a creature deals damage to you, you take only half the damage and they take the other half of the damage. When you deal damage to other creatures you deal only half damage and you take the other half of the damage. This shield lasts for 1 minute or until you choose to end it (no action required). ***This one is mostly useless***
Rage (Red Ring, 4 charges) You gain resistance to all damage, when you hit a creature with an attack they take an additional 1d6 psychic damage. This rage lasts for 1 minute
Healing Light (White Ring, 4 charges, bonus action) You gain a +1 bonus to your AC and regain 1d6 hit points at the start of each of your turns, and deal an extra 1d6 radiant damage on each attack you make for the next minute.
Protect from Death (White Ring, 2 charges) one creature within 30 ft of you gains advantage on death saving throws for 1 minute ***This is completely useless***
Terrify (Yellow Ring, 4 charges) Each creature within 30 ft of you must make a Wisdom saving throw against your spell save DC. They become frightened and stunned for 1 minute on a failure. ***This one is broken & OP**
I would also note that the Psychic Blast ability is in general much more powerful than any of the special abilities, so I would expect the players to just use that for almost all of their charges.
https://www.dndbeyond.com/magic-items/7936757-the-blue-lantern-ring-of-hope
https://www.dndbeyond.com/magic-items/7936714-the-green-lantern-ring-of-willpower
https://www.dndbeyond.com/magic-items/7939446-the-orange-lantern-ring-of-greed
https://www.dndbeyond.com/magic-items/7936662-the-pink-lantern-ring-of-love
https://www.dndbeyond.com/magic-items/7936795-the-purple-lantern-ring-of-compassion
https://www.dndbeyond.com/magic-items/7935784-the-red-lantern-ring-of-rage
https://www.dndbeyond.com/magic-items/7939468-the-white-lantern-ring-of-life
https://www.dndbeyond.com/magic-items/7939453-the-yellow-lantern-ring-of-fear
You might not be getting feedback because that's a lot to read through. Perhaps you could provide a summary of their differences?
For one, they are written in a really terrible style for D&D. So here I'll rewrite them for you:
Lantern Ring
This lantern ring holds 8 charges, and regains all charges when you finish a long rest. It comes in several different colours which grant unique abilities You can use an action to spend these charges to produce a variety of effects:
I would also note that the Psychic Blast ability is in general much more powerful than any of the special abilities, so I would expect the players to just use that for almost all of their charges.
Thanks for the revision! I'll definitely try to rebalance the pink, yellow, purple, and orange rings.
Thanks for the feedback! I'll reduce the damage down to 1d6 per lvl to make it a bit more balanced.