So i think essentially the crucial information i was missing was: it is a fools errand to try an implement gameplay ability system in blueprints.
Doing basically what i did in blueprints, but instead doing it in a c++ class and i was able to create a LyraHealthSet in addition to my LyraHealthComponent and LyraAbilitySystemComponent and with all 3 of these in place and calling HealthComponent->InitializeWithAbilitySystem(AbilitySystemComponent); on begin play - everything just kinda worked.