Tropes, Trappings, Flaws of a Shounen Protagonist that can help You with Your own writing
Starry-eyed lead: Eager, brimming with hope, joy, or optimism; seemingly unaware of the realities of action, adventure, or the threats lying in wait for them. There are siblings to this trope (Hot-headed lead, Stoic lead, and Oblivious lead)
Power System: a unique system (or systems) that can vary in complexity (Soft-Hard) that fuel the abilities and powers of the characters. Examples being Bending from Avatar as a semi-soft power system (requiring bender physical stamina as well as for the Bender to train their mind/emotions/spirit to deepen their power) to Nen a Hard System (Cost/investment is made abundantly clear as well as how each Hatsu is designed and tailored to each person).
Power-Ups: Every Shounen has a power-up moment or a place wherein the power system is changed or expanded (often times to prevent the Protagonist from overpowering everyone). This requires extreme balance and precision lest it dip deep into Power Creep really, really fast.
Eccentric Mentor: Either as the Protagonist's beginning teacher or as a master with the Your Story's Power System to deepen their understanding or awaken new powers (Power-Up) at a later stage of the story.
Foil: a character (usually a member of the main cast) that acts as a contrast to the protagonist and challenges them (in multiple ways) throughout the story. Examples being Vegeta, Sasuke Uchiha, Megumi Fushiguro, Uryuu Ishida.
Call to Adventure: An incredibly simple and basic trope. Merely have the Protagonist who yearns for more and decides either through their own actions, a Window of opportunity, or through an Eccentric Mentor, to pursue their goal of attaining more. Gon and Killua are great examples of this trope.
Power of Friendship: either via teamwork, support, or an emotional moment leading to a Power-Up; the Protagonist snatches victory from the jaws of defeat thanks to the relationships and connections they forged on their journey.
Rival Good Guy: Foil. Sometimes they can start as a fellow good guy, go bad and become good again, other times, they start as a bad guy and become good after encountering the Protagonist.
Tournament Arc: this is a pressurised event with an easy-to-follow structure that allows you to show off the Power System to the Protagonist/reader, show off the Protagonist's Power-Up, or show how powerful the other characters/rivals/villains of your story are. They also tend to be good place to showcase character's personalities or drives.
Transformations: A Power-Up that causes a physical change or alteration to the user. Oftentimes, it can be minor like an increase in muscle and subtle changes (Super Sayain) or be an extreme change, opening new avenues and approaches to combat (literally any Freiza transformation)
Peanut Gallery/Internal Monologue: these two are here because they're basically the same thing. Effectively it is just reflections, shock, or commentary on the flow of a fight. Motobe from Baki is the perfect example of a Peanut Gallery with his commentary and remarks on fights during the Maxim Tournament Arc. Internal Monologue is simply just the Peanut Gallery but inside the head of the fighter. Kengan Ashura or Star! Strike It Rich or Kenichi History's Strongest Disciple are good examples of both Peanut Gallery & Internal Monologue
Redemptive Power of an Ass-Beating: When the Protagonist beats a guy and in turn, the defeated villain slowly begins to change his ways and becoming a good guy or at least an Anti-heroic character. Often this character will be a Foil and a Rival Good Guy of the story. Examples beinh Vegeta and Gajeel.
Power Creep: This is when a Power System has received one too many Power-Ups to the point you are now struggling to write creative and engaging fights without them devolving to beam clashing slap fights.
Rule of Cool: Not necessarily a major flaw (if done correctly), but heavily relying on intense, over-the-top action can rob any sense of logic or understanding from the Power System. All flash no substance.
Over-Powered Protagonist: depending on the story, this can be a major flaw. As it robs a lot of weight from action scenes or stakes as nothing can thwart the main character. However, comedy/satire can use this flaw as a selling point. Often contrasting the main character against others and with an intense focus on character-driven tension and personal stakes. Mob Psycho 100, Mashle, and Onepunchman are great examples of effectively utilising this flaw as a selling point.
Overlooked, underutilised, and Wasted Female Characters: Shounen is a very action and "Guy-focused" genre, which means that more often than not, if a mangaka/writer doesn't put in an effort to flesh out, develop and utilise their female cast that they'll effectively just... fade into the background or be pressed into cloche, pre-approved boxes (Videl going from a hero of a city, working with spec ops forces to becoming a SAHM)
Talk-No-Jutsu: A unique deviation of the Redemption by Ass-Beating. Instead of the bad guy receiving his comeuppance and growing, the Protagonist just talks to them mid-fight and, through the act of talking, beats the character. The best example of this is Naruto. With him changing the heart of the mercenary assassin Zabuza and callous, emotionally dead terrorist Nagato with just words alone.
Unearned Redemption: This happens when a bad guy, foil, or rival has been beaten but there was never any explicit change or deviation in their character, they just became folded into the main cast by the Protagonist. Main example is Vegeta, as he never openly regrets his actions or life prior to losing to Goku and never really actively sought to redeem himself. His darker edges just... softened over the years. His original partnership with Goku on Namek was out of convenience rather than moral change, he simply wanted Freiza dead, then achieve immortality, ending with him killing Goku.