Yeah, this is basically a textbook example of a situation where object-oriented programming shines.
And, lucky you, blueprints are inherently object-oriented. The engine will aid you here.
When a class inherits from another, it can take the attributes of its parent class or overwrite those attributes. In this fashion, attributes that all children use equally can be changed by adjusting the parent, while child-specific attributes can be changed for the child only.
You can inherit multiple times if you want. So you start by making a general blueprint for enemies. Then you let the groups of enemies inherit from that blueprint. And then you let the actual enemies inherit from the group blueprints.