So I thought about it more,
And anyway, even in the workings of the game AIs or in the workings of the combat system group, I don't see how a game can work without a perfect order.
Yes there might be a few cases where there's no preference for one thing before another and the systems are only separated for the sake of encapsulation and not ordering, but that's hardly the dominant case at all.
I want AIs to first perceive the world, then evaluate and then make decisions, and only then communicate,
And I want guns to fire first, and only after that -- update the projectiles.
If it's implied that all these stages are system groups with 1-2 systems, then that's just ridiculous.
The group concept makes no sense, it's just the system concept split in two, and hey lo ECSG.
Otherwise, if the order of any of these things or their sublogic is not guaranteed, then goodbye any predictability and I'm not even talking about networked gameplay.
Take ConterStrike, StarCraft, Quake, Risk of Rain or any precision platformer or RTS or networked action game, for example, I bet their developers would just laugh at that.