Why you need the same base class for trap and for the main character, for example? They even have different parents (that’s why, I guess, you have a separate pools for characters, pawns, etc). It’s better to have classes with loose coupling, otherwise, later it might be hard to separate trap from main character by removing base class, in case if you want to re-use trap in a product, which you can only sell without your plugin(and probably you will need refactoring, because there can be a properties in base class, which some of the derived actors, like trap, are not using). Moreover, if you’re using content from third-party sources, like UE Marketplace or Gumroad (here you can find those hundreds of actors, which you need to reparent), then in your case, you need also to re-parent everything to the base actor class, which is equivalent to reparenting to pooled actor class and is not needed in most times, especially if third-party content is regularly updated (so you need to do this action multiple times).
But I see now that there are no chances for such change, so will try to do this by myself.