Invert Decay should probably clear 'Zil Sting'.
Hopefully fixed for the next release.
Void Sight should probably negate 'Pitch Black' (Saendra Quest).
While it clears 'Smoke Grenade', I don't think it makes Steele immune. At least, I was Smoke Grenaded after using Void Sight. And it can't be used a 2nd time.
This one is a bit more tricky since not all blindness triggers are treated the same as they are contextual in nature. Blindness comes in about three flavors: flash blindness (the original form of blind, checked against blind-immunity), obstruction blindness (usually forced, like smoke grenades or weather/debris, not checked with immunity) and environmental blindness (pure darkness, no light, "Pitch Black"). I've added "Pitch Black" to the list of effects to cleanse, so it should now be covered when Void Sight is used.
To add immunity to all instances of Smoke Grenade usage would require a lot of extra writing. So instead, I made it so that if the character was ever re-blinded by a forced-blind action when Void Sight is active, the blind effect would automatically be removed at the start of the next turn (interpreted as the new sight kicking in after the blindness attack).
I did the same (automatic effect cleansing) for Inverted Decay, but I commented out that block of code since it might be too over-powered (Inverted Decay already provides damage reduction from poison/drug anyway). But if Fenoxo thinks it fits the intent, maybe it'll be enabled.
These changes should also appear in the next release.