I am pretty happy to learn about Data Assets coming from Unity. A lot of what was described here is more or less congruent with how Scriptable Objects can be used in Unity. And I am a huge fan of that.
These are great talks, that could also apply to Data Assets, afaiu:
But there is even more. You could use these even for decoupled Event Channels, which I saw some people doing in Unreal with Data Assets as well: