Custom Exec Pins for Custom Blueprint Functions/ Events

I think you may find that the BlueprintCallable metadata ExpandEnumAsExecs might accomplish a lot of what you are looking for. They were mentioned in the 4.3 release notes when added for output nodes in addition to already existing for input nodes: What's New | Unreal Engine 5.1 Documentation. They aren’t used a lot in the engine, but you can find a couple of examples of them being used with APlayerController::PlayDynamicForceFeedback or UKismetSystemLibrary::MoveComponentTo