This isn’t enough when objects can be destroyed. The 100/200 limit should be obviously lifted or increased heavily to few thousands per minute.
Your approach requires the pool to be replaced (delete all leaving one and copy everything again) after every single little change. Blueprints help a bit but they are still limited as devices editables don’t work there.
This isn’t true. Pool isn’t placed on a map but spawned on map start or when needed. Otherwise they would have to spawn pools for massive amount of objects that aren’t even used most of the time.
If one pool isn’t used for majority of the game then it’s a huge waste of memory.