Cool! So you think Nez works best as per your samples of having components contain logic and not just data?
If a component wants to update the property of a component on another entity you would happily do something like this in a ShipComponent:
((GameScene).entity.Scene).PlayerEntity.getComponent().Score += 100;
or
entity.scene.findentity(“player”).getComponent().Score += 100;
I actually have a bunch of “manager” classes for things like generating planets, which I thought may lend itself quite well to Systems but will probably work fine as EC’s on the scene themselves.