Able, at it’s core, is a data driven system that just plays various tasks (animations, effects, logic, etc) along a timeline. What other system uses that is up to you. You can have weapons that reference different abilities (light attack, strong attack, etc), and then each weapon, when you picked it up, would grant different abilities without you having to change the code around.
You can do something similar with pick ups (a pick up just plays it’s ability on the player when it overlaps with them). I also use Able to do spawn-in animation/effects/sounds for AIs, and whatever else I want to leverage that core system design with.