Andrey @ozkriff Lesnikov I agree with your TLDR. “Normal” ECS patterns add a lot of overhead to your game logic.
I’ve done something similar to what you diagrammed in your post. I have a “game master” object that creates the script of what actions entities should perform in what order. All of the game logic lives in the game master.
Then the choreographer takes the script and actually launches all of the tasks for these actions.