An example:
A Knight has a number of components, SpatialComponent, SpriteComponent, HealthComponent etc....
One of his components is a DestinationComponent. It is required by a number of Systems, such as the PathingSystem, which determines where the Knight will wander too.
The Knight can be hit on the head, and forget where he is trying to get to. The simplest option would be to remove the DestinationComponent from the Knight Entity.
The removes him from the PathingSystem, so he wont move anywhere.
But I want him to wander around the map, not simply stand still. Most of the code for this is already in the PathingSystem, so I'd like the wandering functionality to be part of the PathingSystem. If I remove the DestinationComponent from the PathingNode, then for every PathingNode I'd have to check if it has the DestinationComponent. I'd rather avoid this overhead (no, don't know how much it is, it can't be great though, I have lots of nodes to process).
So, would I have to maintain an extra collection of Nodes for this? One for those with the DestinationComponent, and one for those without it?