Sorry, missed this. There are many good reasons for altering properties. Example: a grey container. Using EntityColor allows to use one mesh in various Colors.
There are much more game specific things, eg: pickability: You won't make a masked texture pickable unless you're after bullet decals that are floating in the air (assuming the shooting engine is using Linepick to determine the impact location). Or Collision. If you have a mesh that should act as some light beams then you don't want collision, so the player may walk trough the light. And you may also play with the blendmode.
There are many, many reasons to systematicly, completely wrap game entities. And this will also simplify the GUI creation, cause you won't have to add things again and again.
There are much more game specific things, eg: pickability: You won't make a masked texture pickable unless you're after bullet decals that are floating in the air (assuming the shooting engine is using Linepick to determine the impact location). Or Collision. If you have a mesh that should act as some light beams then you don't want collision, so the player may walk trough the light. And you may also play with the blendmode.
There are many, many reasons to systematicly, completely wrap game entities. And this will also simplify the GUI creation, cause you won't have to add things again and again.