The plugin looks surprisingly nice! I’m sure it will find its niche 
However, I would not recommend “use both” as a valid answer when not managing to decide anything haha. I mean, for this topic I do recommend using both in your project, but each use case should have a clear choice.
I fully agree with @lotti’s detailed answer, except for one bit about saying:
the person who started it just wanted to know which are the best to store static game data, which as far as I could remember, both DataTable and DataAssets can do it properly.
There is a clear boundary between DataTables which are for text & numbers, and Data Assets which are for binary assets & miscellaneous data that is nice to visualize (color pickers, enum dropdowns, curves, etc).
If you store a type of data in what I would call the “wrong” container, then in my view, you are not doing it “properly”.
For instance, avoiding hardcoded asset paths in your constructor, by replacing them with hardcoded asset paths in your DataTable, is clearly not “proper” in that you still have the initial issue, except that it’s obfuscated elsewhere. Whereas inside a data asset, such a reference is detected by the editor, benefits from CoreRedirectors, etc.
Let’s recap. First, mandatory criterias:
- If you want to be able to edit / read the data in a spreadsheet software => DataTables
- If you want a confortable in-editor experience when editing values (including color pickers for colors, dropdowns for enums, asset filters for asset types…) => DataAssets
- If you want to store binary assets, and the ability to use the Asset Manager to natively control how they are loaded/preloaded/unloaded => DataAssets
- If you want modders and/or internal plugins to be able to override/replace/add data (like Conan Exile does for example) => DataTables
- If you want to store text/number stuff in large quantities => DataTables
- If you want to store other kinds of assets (asset paths, vectors/colors/rotations/etc) in such huge quantities that they couldn’t possibly exist as individual data assets without lagging the editor => DataTables
If you are in one of the situations above, I don’t believe that you really have a choice.
Second, obvious choices (but not technically mandatory):
- If you don’t want your actors to use hardcoded assets paths, and you want to do it “the right way” but without too much hassle => DataAssets (it’s probably the most common use case, let’s face it :D)
- If you want to interface with some kind of API to provide data to the outside => DataTables
TL;DR The core of my argument is:
Both are useful, but in their unique & distinct ways. I suspect that the situations where their usecases truly overlap, is probably very small or nonexistent.
This is substantially different from saying “both are useful” (true, but they are not equal, therefore it is misleading) or “it doesn’t matter, I made a plugin to unify them” (you’re mostly sweeping the complexity under the rug for later).