I bet this will vary widely from game to game. =D In my own games where I'm GM, I have several convenience macros that I share with players: An "End of Turn" macro that calls !eot, a "Light Options" macro that calls a very complicated !token-mod, that sort of thing. I have a ton of other macros that I use in game for things I want to do quickly with the mouse such as Group Initiative calls, Bump calls, Light calls, Special script commands for the encounters I'm running (Blatant Dismissal, Special Zone scripts, etc), and a bunch of world building things for sizing, rotating randomly, distributing tokens, etc. For abilities, I tend to leave that to players, though sometimes I'll add something to their character that they might find useful, like Toggling Hunter's Mark with a !token-mod command, which I'll set as a Token Action. I never set Macros as token actions because of how it breaks the ordering. In games I've played in, the GM similarly provides a few starter macros. I then add a bunch of macros for things I'll find useful during the game (like toggling Bless markers with !token-mod, or calling repeats on commonly used spells like Evard's Black Tentacles), or even thinks like dumping meme's for Face Palm, Yes, Fail, etc to the chat. =D I rarely add abilities directly to characters as I'm using the Shaped Sheet and its own action mechanics generally handle all that I want to do. The exception to that is when I want to set up some complicated mechanics for home brew or unsupported features. (Last night I set up a Mystic character and Psi Points are not in Shaped yet, so I added some extra abilities to let me easily reset on long rest, etc. Usually, I'll add abilities and put them as Token Actions when I have some utility things I want to do often. Evard's as I mentioned earlier I've done as a Token Action ability instead of a macro. Toggling various things, or even some things the character does fairly often. Sometimes I'll have macros or abilities geared toward sending reminders to the DM about special circumstances (like my Warlock being able to see Magic, or using certain rituals as common practice while in town, etc). I guess my player division between Abilities and Macros depends largely on if I need to have a token selected to perform it, or if I have more than one character active in the game and want access to things outside of having to select a specific token. Cheers!