Minor quality of life suggestion, but would be super easy to implement:
ActorComponents already have logic built in to enable activation and deactivation consisting of the variables bAutoActivate, bIsActive, and the methods Activate, Deactivate, SetActive, ToggleActive, ShouldActivate.
Working on a component today I found myself in the need of the ability to turn it on and off. I hooked up my logic to check bIsActive before executing, and that was all I needed to let the rest of the activation logic function as it should, which was great.
However, I soon after had the need for the component to execute logic in response to it being activated. I looked for an Activated event to implement but none existed, meaning that I either have to poll bIsActive in Tick (gross) or implement completely separate logic for activation, even though most of it already exists.
I know it’s not a huge deal and easy to work around, but it would certainly make sense to me to have blueprint exposed Activated and Deactivated events just to make this easier.