IIRC this is a performance issue. Said rapidly added and removed components tend to be "message" or "status" components. For example, a soldier entity with a ton of components can acquire a GetReadyToShoot component that only lasts 1 frame. Or maybe a soldier holds on to a Suppressed component for only a few dozen frames. In any case these constantly changing archetypes would waste chunk space and induce latency. Would the solution be to have a sort of "status entity" where the parent entity is comprised of rarely changed components, and the status entity is comprised of fewer but transient components? A StatusEntity component for the parent entity and AffectedEntity component for the status entity would be used to link the two.