A good practice with components is to keep them separate from everything else, you could run into issues later if you don't.
When you decided to link an entity to the NapeSystem, you are deciding to apply a different set of movement integration
compared to the standard MotionSystem. I would ensure your space ship uses one or the other, as although your nape system overwrites
the location, there is still an update that will produce different results ie:
MotionSystem:
new x = 10
new y = 11
...
{some event fires here that accesses the x,y values}
...
NapeSystem:
new x = 15
new y = 11
...
Depending on what is going on, what add/remove events, you could find your self with some nasty motion bugs :)
I would simply not add the MotionSystem to the engine, and let your NapeSystem deal with it instead. That to me
is the most simplistic solution. It is very rare to require multiple motion integrators anyway...
- Hope it helps