Any character that I've noticed has higher base light melee damage (Drifter doesn't count since he has overall elevated light AND HEAVY melee damage) has subpar heavy melee scaling. I believe I have found where the math went wrong, which I'll specify at the end of the post.
I have attached the stats for Calico at base, then at max boons. This is also the case for Apollo & Bebop. The light melee damage always makes sense since it's a flat increase, but the max heavy melee damage is subpar.


Here are the stats for Rem specifically. Same logic applies as above.


Here are the stats for Billy, with standard (like the majority of the cast) melee damage. These should be identical for all characters with standard (1.6/boon) boon scaling (again excluding Drifter who has overall increased damage)


Here's where I think the math went wrong. I'm calling it the heavy melee multiplier, which (just by me deducing from division, I don't know the exact numbers but they're within like ~1-2%)
For characters with standard base stats, 50 light melee & 116 heavy, you divide 116/50 and you get the multiplier as 2.32. This is consistent with the standard maximum boon stats (roughly 2.31)
However, when these characters that have above average base light melee damage scale to max boons, I believe the max boon stats use the initial heavy melee multiplier, which is skewed to be on the lower side. 116/63 = ~1.84, which is consistent for their max boons, which is 1.83.
This is consistent for Rem as well, with 2.0 scaling at base & ~1.99 scaling at max boons.
I think these 4 characters should have standard heavy melee progression (just 116 -> 245), despite their enhanced light melee damage.
P.S. Bug Fix - When you hover over the heavy melee tooltip, it will tell you the boon growth of the light melee, not the heavy melee. So while for most characters (with the exceptions being the point of this post) the final damage is correct, the boon growth is displayed incorrectly. Here's BIlly's heavy melee tooltip for reference:

I have attached the stats for Calico at base, then at max boons. This is also the case for Apollo & Bebop. The light melee damage always makes sense since it's a flat increase, but the max heavy melee damage is subpar.


Here are the stats for Rem specifically. Same logic applies as above.


Here are the stats for Billy, with standard (like the majority of the cast) melee damage. These should be identical for all characters with standard (1.6/boon) boon scaling (again excluding Drifter who has overall increased damage)


Here's where I think the math went wrong. I'm calling it the heavy melee multiplier, which (just by me deducing from division, I don't know the exact numbers but they're within like ~1-2%)
For characters with standard base stats, 50 light melee & 116 heavy, you divide 116/50 and you get the multiplier as 2.32. This is consistent with the standard maximum boon stats (roughly 2.31)
However, when these characters that have above average base light melee damage scale to max boons, I believe the max boon stats use the initial heavy melee multiplier, which is skewed to be on the lower side. 116/63 = ~1.84, which is consistent for their max boons, which is 1.83.
This is consistent for Rem as well, with 2.0 scaling at base & ~1.99 scaling at max boons.
I think these 4 characters should have standard heavy melee progression (just 116 -> 245), despite their enhanced light melee damage.
P.S. Bug Fix - When you hover over the heavy melee tooltip, it will tell you the boon growth of the light melee, not the heavy melee. So while for most characters (with the exceptions being the point of this post) the final damage is correct, the boon growth is displayed incorrectly. Here's BIlly's heavy melee tooltip for reference:
