Consider a future where there is an ECS-based particle system released by unity (or a popular one on the asset store). To this system many people have developed libraries of systems and componentdata that enhances it to do some really nice things. Now if I have a project and I bring in one of those libraries of systems it may contain a whole bunch of componentsystems. But I'm only interested in the SuperCoolParticleTurbulenceSystem and the component data it uses. But now when I build this I will have all the 500 other systems in that library active and running, using up CPU-time. What is the overhead of this? If I have - for some reason - 10 000 ComponentSystems, where actually only around 4 are active at the time as I move around my world. Will that still have a cost to determine if they should be running or not? And won't the systems I don't ever use still take up storage/download space and increase compilation times when I deploy?