No, not every ECS implementation is about data storage (to be more precise, component storage). This architecture's abstraction being better suited for data locality is the main appeal, yes, but many appreciate the mere separation of the GameComponent's Components into Components and Systems. So your assertion about it being strictly meant for data storage is just wrong. As [2] states:
> Data is often stored in cache-friendly ways which benefits performance.
Notice it says often, not always.
And bear in mind, generally, data structures aren't just about storing data. They are about storing data in a very particular way.
(to be more precise, component storage)
That's data, so it stores data, meaning it is a data structure.
So your assertion about it being strictly meant for data storage is just wrong.
No, using a data structure doesn't mean it isn't one.
Notice it says often, not always.
This doesn't matter. You're way off the map in what causes 50MB binaries.
data structures aren't just about storing data. They are about storing data in a very particular way.
Same thing, you're pretty deep in the replies and still not making a point.