You know that rather than have a function and bools for this, you could just add the values to your skill object. So for example,

skills.abilAura = unitSelf:GetAbility(2)
skills.abilAura.bHeroesOnly = false

and then whenever you change the aura, 

skills.abilAura.bHeroesOnly = not skills.abilAura.bHeroesOnly

Same goes for the bouncing.