My experience is limited to two "AAA MMORPGs". I was a "gameplay engineer" in both, writing C++... SOE's "Everquest Next", and ZOS's "Elder Scrolls Online".
Both used abilities defined in data in such a way that dedicated designers could create and modify them with (ideally) little or no direct programmer involvement. The more complex things got, the more likely a designer might need an engineer to debug something, to say nothing of feature requests.
Both supported a fixed variety of kinds of things they could do, conditions they could test for, events they could hook into, and so on. A vast array of them, but a fixed set that could only be expanded by engineering.
In one case this data became so baroque/complex that it became Turing Complete. It was a painful obtuse/user unfriendly scripting language... accidentally.
I think an ideal system would use a visual scripting (language, scribble, blockly, etc,) and expose a variety of objects/methods to it. This system would need to enforce execution time limits(and possibly other resources), and flag potential troublemakers for engineering review, native reimplementation, or deletion.
It would support a debugger! People writing these scripts are programming. Give them some tools to do it right. Ideally you wouldn't have to restart your game to load a new version of a script. Iteration time is important, particularly when you might have to close down your client and multiple servers, then restart them all. With debug builds this can easily take > 10 minutes.
If players were allowed to customize their GUI with this same language/objects, you would further need different layers of access. General Public, internal GUI only, and abilities-n-such.
Given a working C++ (or whatever) class, it should be trivial to expose that object and some or all of its public methods to the scripting language. "Tweak an XML file and rebuild", or perhaps add code annotations as in Java or C++.
But this all stems from my experience on big teams of developers working on MMORPGS. A smaller game with fingers-of-one-hand people working on it can probably get by with something much simpler.