Andreas will hopefully answer you better, but
1. I keep using Hollywood on Windows, and make executables to Amigas. The process is exactly identical to making an executable to Windows, than it is to make to Amiga, except, instead of choosing target platform as Windows, you pick, for example, AmigaOS4.
What comes to question about RAM etc. that is bit harder to answer, but, basically Hollywood programs are bit heavy for classic Amigas. It is not trying to be light weight program, but it is a modern application that assumes machine it is run in, has modern power.
Therefore if you think to make a game for Amiga 500 for example, forget it. That is almost impossible, as in, you would need to restrict it very much.
However, there are support features for older machines, like while you normally would need GFX card in Classic Amigas, there is however a planarama plugin, which makes it so that just by turning that plugin on, it will automatically convert graphics to work on Classic Amigas, I assume, even in OCS, ECS.
About the RAM you need to take into consideration that Hollywood runs in a virtual machine environment, and that tends to suck lot of memory. So even if you simply print "Hello World" screen, then that executable will likely be around 2 Mb already, since that virtual machine is attached to that exe, and therefore you better be prepared to have 4 Mb of memory, just for the Hello World, and I am not sure if that is enough yet, just that supposing 2Mb exe means 2 Mb of memory, then 4 Mb would be enough for something.
To clarify, this does not mean that displaying "hello world" twice would take 4 Mb of memory, just that the Hollywood Virtual Machine (or whatever it is) takes some amount of RAM, after that it just takes the memory the actual program uses.
2 and 3, my Guess is, Yes to both, but let Andreas confirm this.
4. This is doable, and this might be even something that could be working with quite low end Amiga, since basically you just keep playing Animation there, so except for the Virtual Machine sucking RAM, this doesn't take much resources actually.
5. This is simple enough that you could achieve it without single line of Code, if you use Designer. Although, not sure Designer has "IF Joystick LEFT THEN" type of thing in options, but might have, and even if it doesn't, then you would only need that line of code to learn (supposing making Dragon Lair precisely)
You can check my Designer Tutorials from here:
https://youtu.be/tgMhmEUMWOM?si=eeMfdC3SUzKeY7K1
https://www.youtube.com/watch?v=RpOs8ABe9XQ&t=4s
https://www.youtube.com/watch?v=2OF8gfDHuNg
However, do notice these are from years ago, and several new Designer versions has came out already with much more features.
Also notice, that to use Designer in Windows, you need to use Emulator, since Designer is only available to Amigas. Those Tutorial Videos I made with Windows using free Amikit version to use Designer.
6. Anything. No restrictions at all. It is more of a matter of, for which games is it more suitable. Like you can make Doom in Amiga Basic, but does that make sense? No.
But for example to Monkey island type game Hollywood is more than suitable, since there are some things that give even advantage in making something like that.
When coming to platformers, if wanting smooth scrolling etc. then Hollywood has plugins to do those things smoothly. Hollywood in itself isn't exactly meant for fast Super Frog kind of platformer due to it being meant for something else in its core, but with Plugins, it is good as any.
Similarly 3D stuff there is a plug-in to do those things, but no support so to say, as in no tools etc. but you have to code it all. But once again, as codeable as in any other language, just that something like Unity has lot of support for all kinds of 3D stuff, making it much easier to do it.
7. Available in Digital Format too.