Blobs are frustrating to work with imo, but yeah anyways. I think BlobAssets just support BlobArray<T> at the moment. So to go this route you would need to build your own NativeSpline container in order to convert a NativeSpline into a BlobAsset compatible format. Every NativeArray within the NativeSpline would need to be a BlobArray. Such as the NativeArray<BezierKnot> would need to be a BlobArray<BezierKnot, effectively just copying data over. You end up with a ton of code to do something pretty simple... but that's been my experience with ECS in general pretty much :/
If you're doing a more Hybrid approach in your project with ECS in general, another option would be to store the NativeSpline into a class : IComponentData (surprising to some, but this can be done) but then you sacrifice some performance by using a managed ComponentData. I don't have any class based IComponentData's in my project, so other people in Turbo's discord might have more insight on that than me.
Another option, but far more restrictive (almost to the point where maybe I shouldn't mention it, but it depends on how you're utilizing the data), for usage is to store the NativeSpline(s) outside of your ECS world. Like on a Managed Class singleton or something. Then whenever you schedule a new job pass in the spline you need for the job, but then you're limited on passing in just one Spline into a job at a time and if you need to do this across multiple entities, which I presume you do, it won't work very well at all. The job scheduling will slow down your game.