Using SAT for AABBs is an overkill, though it doesn't hurt to learn it, i guess.
I don't know what you're looking for. From SAT you'll have a vector that's a normal to the surface you're bouncing of off, all you have to do is calculate your new speed vector based on it, it's not complicated. I can tell you how i calculate it, but where's the fun in that?
After that if you want to calculate, i guess, "bounciness" of the surface or the ball, you add a vector that's perpendicular to the surface. If you want to add some friction then you can add annother vector, but this time one that's pararell to the surface. For a "spin", again you're adding a vector that's pararel to the pad, for a breakout game, depending on what part of the pad the ball landed on. So you check collision with the pad, you check what part it is, it can be regions, it can be % based, whatever you like, and you just add a vector, increse or decrese the speed probably, just put a limit on this so the player can't screw himself over. Giving you numbers won't help, you have to experiment alot with "simple" models like these.
For more complicated calculations you'll need a physics book and a realistic model probably.