I am wondering if pooling is now a valid strategy due to the existence of IEnableableComponent. Before enabling components was possible you'd have to use an external list or a tag component to mark something as pooled entity.
I have found some sources online, but they all seem to predate the newest Entities version.
The reason for wanting to have pooled entities is the implementation of a minigun that would shoot dozens of bullets per second which I want to be an entity each. I'd really like to avoid the structural changes each time a bullet is spawned, for multiple guns at a time.