In my opinion all three punch variants suck, but they all have some random niche situation in which they become useful. That said, I believe the most commonly useful one is WT because you really have to be like asleep to get hit by the other two in any real scenario. Maybe you can WP Flare Blitz on reaction or get a shield break below 30% and it's not the last stock (in which case you'd aeruodo ftw). Maybe you can pull off a successful random landing/ledge trap with WB or catch someone offguard with it's range/shieldbreak once. However, 60+ frames of startup prevents them from actually being usable 99% of the time against someone who knows what to look out for and what they are doing. While they are largely unusable, they can still be very useful in those fringe scenarios. WT has a significant edge on them in terms of usability, but in general isn't very useful. In general I feel that is more important to have a weak but usable option than a once in a blue moon optimized punish.
I think that while Dark Dive is maybe slightly under-appreciated, Dark Fists is just... way better. DD's grab is useful against SA recoveries like D3 or Kong Cyclone and maybe OoS against an unsafe crossup aerial, but outside of that I'm not sure why I'd even concider DD. Even as a recovery DF feels superior because of the SA to protect you, the massive KO potential should they mess up, and that it feels much trickier to edge guard. The delayed upward lunge is deceptively fast and it feels like it can recover from slightly farther out than DD. All I can say is that against someone like CF, DD felt like it was free while DF did not. Against the heavy fast fallers (D3, CF etc.), it doesn't combo properly without rage, but that's not really a big deal. With even like 60%, it becomes doable so I don't really see it as a problem since it is a lot better overall anyway. It also has less landing lag should RCO lag come into play (grabbing someone or getting hit out of it forces you to consider this).
I'll never understand why WF gets so much love (except in the air where it is pretty good). On the ground I feel like it shouldn't be used unless you edge cancel it or read a tech roll. Outside of those two situations, why would I want to WF over DA or Flame Choke? DA is safer, faster, grabs items, and can lead into big damage with the sourspot at times. Flame Choke is way better reward, doesn't care about shield, has less lag, and can also be edge canceled. At the distance where they might dodge FC before you get to them and WF is a tad quicker than DA, WDK is way safer than WF. It trades 3 damage and 4 startup frames for a more horizontal launch angle, an immensely useful trajectory for zone breaking, not slowing down on hit/block, significantly less lag, and the ability to go through projectiles after clanking instead of freezing in lag. The fact that edge canceling it is more strict with where you can start the kick is not bad when you factor in that it also is more consistent due to not slowing down on hit/block. The only time I ever miss WF is when I'm in the air against someone who doesn't respect it.