> To be clear you think an ECS implementation is 50MB?
No.
> Do you think a spreadsheet the[sic] holds a function pointer is a kernel?
Do you think an entire engine, including its system scheduler, is a spreadsheet? If so, shouldn't be hard to apply the same argument to any kernel. Of course, it all relies on your definitions and sense of reductionism.
I think you're conflating other big features of a game engine with a way to store data. If you look at other ecs implementations they are data structures, they don't do "system scheduling" (is that different from regular scheduling?)
First of, Bevy isn't just an ECS implementation. It's a game engine designed around ECS. While the ECS part is its core, Bevy also provides rendering, resource management, physics, etc. One of its other tasks, a rather important one too, is system scheduling: once you register systems, Bevy is responsible for dispatching them each frame, at the appropriate time, while also avoid data races over global resources and components.
Other ECS implementations might not, but Bevy does come with a system scheduler. You register systems (functions that operate over the components) and, through their parameters, Bevy's scheduler decides how to parallelize the registered systems while avoid data races.