The one thing I haven’t wrapped my head around yet is how I’d be able to communicate with those other scripts.
I know how to send stuff back and forth,
but should I spawn all these side blueprint actors somewhere in the world when the player spawns?
I need an actor in the world to call on I believe,
I’d be able to communicate with them, or…? Any other way?
Ideally I’d like to call on things without spawning them in the world if that makes sense?
#Using Spawned Actors of Blueprints To Split WorkLoad
I would not think of spawning a few invisible actors at game start to regulate various game mechanics as an inefficient thing to do!
Keep in mind that the Game Mode and the Game Replication Info Class / Game State classes,
they both derive from actor and they are both instanced in the world (as evidenced by the fact that they are ticking and can use GetWorld())
#One Model To Try
So one model you can try out is definitely to spawn a series of instanced actors.
These actors can have variable references to each other that can get set by the level blueprint so they can find each other (at least that’s how I did it in my tests)
So lets say you have WeatherRainy and WeatherRainy needs to talk to TheSunAndStars
WeatherRainy can have a ref to SunAndStars that gets set by the level blueprint whose only job is to connect the runtime instances to each other.
Here’s a pic of how I did this process to get my runtime Player controller instance access to a placed-in-world radial force actor
Please note the variable on the Player controller only exists within the Blueprint, there is no C++ involved here.
#Advantages
By creating a series of runtime actors to do the various aspects of your big BP, you gain
-context, each actor has its own GetWorld() and is part of the actual world, and based on the nature of your blueprint, world context is important.
-infinite divisibility of the work load
-the BP classes do not have to be the same, you can customize and refine different Blueprints that have different internal ways of behaving, and the different actors and unique BPs are given refs to each other at runtime.
-You are simulating the model of how a player controller is spawned, has a character it controls, which is spawned, and a actor HUD which is spawned, and weapons or tools actors which are spawned,
and all of these instanced actors are linked up via references to communicate with each other.
#Disadvantages
Cant think of any at the moment, just use the level blueprint to link everyone together and you’re good to go 
Rama