The structure has an entry for each A-ability, with varying lengths, and is heavily laden with pointers, though some sections also look like possible flags at a glance. These pointers probably point to almost everything we want to be able to edit for the sake of animation hacking.
Here's a very simple example of something in this structure: Change the bytes at 0x396520 to 247B3908. This forces Cure to use Fire's palette for the particle effect, resulting in a red version of Cure.
Note that this structure will only really be relevant to high-level hackers. The only reason I even found the palette pointer is through play-testing. Testing other values in the structure mostly resulted in unpredictable effects that I couldn't really make sense of. We would have incredible freedom in our ability animations if anyone were somehow able to make heads or tails of this...thing.