Btw, i tested it in empty project with only two objects pooled, and yes, i get the pool boss initialization thing if i spawn things too fast, and that's ok, but i don't understand how come that doesn't appear in earlier versions.
To 1. In an empty project, when i set it to two, i get the error since the action fires in the first frame. When i set it to 1, and postpone spawning for second frame, everything's ok. No doubt, something's changed in new PM version, check this out:
The way it worked, FSM didn't fire up until object was spawned, now it is as soon as it is instantiated in the pool.