What is up with Add Component being hard-coded?

Okay, I keep asking this question a lot and still don’t get great answers, if any at all. I’ve been messing around with a component design structure for several weeks where everything is parametersized. Actor Components have been given such hell as described [here][1] and now I can’t seem to understand scene components.

In this case, I have a single actor, Pickup Distributor, where everything that defines what it does is parameterized on its instance like what type of pickup to give the overlapping actor and what its static mesh should be. How the hell do I parameterize the static mesh. I have a StaticMesh mesh variable that can be set on this actor’s instance, but how do I call Add/Construct/Create/Spawn/(and what ever verb in the dictionary Epic uses for instantiate) for this variable? I just don’t understand how to develop a design pattern around components that isn’t specifically scripted on a case by case basis or hard-coded.

I already have the pickups designed as Actor Components that are added to the overlapping actor using a switch on an enum and I really rather not include mesh components in that spiderweb.

EDIT:
Also, Epic, pls, remove html parsing from these forms!

It is exposed and can be promoted to a variable use the Set Static Mesh Node:

As a follow up this is more likely the setup you are trying to achieve: