It does what it says on the tin…
in this case i mean rather than just checking that the entity contains the component,which is option a, and then being able to check if it has changed, lets say option b, i’d like to know if option c exists… “only update if value of component variable is equal to… a certain value”.
My specific case is id like to be able to set a bool in a main manager system that runs first, and if its true, let it be added to chunks for iteration by archetype or if false, ignore it this frame.
Its quite important this only apply the behaviour of a specific system 
Please advise!

I fixed it…
Got the system to run an independent calculation of the percentage of ships to run from a chunk…
It now simply runs 5% or minimum 2 iterations from each chunk, but only iterates after timers have timed out as well… works nicely.
Does this account for the fact that entities can move between chunks between frames? Or perhaps it doesn’t have to?
As far as i can tell, the only thing that causes chunks to change is the destroying or creation of entities, and then it seems it just uses empty spaces with new ones, or, changing any shared component values.
but my requirement was to simply throttle the ships processing, which i have now done by using an entirely different new system which only accesses a timer component, and a timer signal component, which it iterates every frame, and each chunk picks the longest timer it possess, and applies the timer signal to it.
The rest of the systems that act on this signal all simply check if it has changed during the entity types request. This means, i only have one system which iterates everything in the frame, the rest of the jobs then use its behaviour to tell if they should move. Currently, it does one object per chunk, inthe timer iterations, and the rest of the chunk systems then run on full usual behaviour, as they never get to see the ones who’ve been skipping and incrementing timers.