It’s a great way to store agnostic information in any actor. The DataSmith AssetData contains data used for storing extra information used in DataSmith assets - not usually needed though, especially after packaging.
I use DataAssets to store default runtime instancing information and randomization information - having it directly in the actual asset means anything using those assets can use that rather than having to specify details such as cull distances, shadows, collision types etc every time you want to use it - mostly useful during editing.
I wouldn’t go randomly removing AssetData unless you’re having issues - it may break things.