These are details of your character that either do not define them, or are perhaps defined by another aspect that acts as a permission. For instance, one would have to be a student of the arcane in order for a dusty tome of spells to be of any use. Otherwise it's just a book and, moreover, one that's probably undecipherable to you.
Advantages may also have a cost that is paid from other character assets such as stunt points, refresh, or maybe even points of approaches. Extras that might prove beneficial to your whole team are likely to be very expensive for any single character to purchase alone and are intended as a group expenditure.
Lastly, almost any advantage listed here might make for a fine aspect, just talk it over with the Narrator.
Magery - you have to first have to be a spellcaster to be an adept one.
An adept is one who has taken their study of magic to the next level. They may gain a +2 bonus on any roll related to spellcasting or magical lore.