I think a handful of those AddComponents need data passed in. The default data that is set by just adding them probably isn’t enough. In the FollowerEntityAuthoring I made, there is a comment on the ones that don’t seem to need any initial data.
I am also wondering how you are getting the entity and adding these components. If your creating an entity and adding components from a Monobehaviour, it won’t start moving the Gameobject that the Monobehaviour is on. There is no connection between Gameobject and it’s entity counterpart unless you set that up, which is what the Sync components are for but I don’t know how they work. If that is what you want then you would be better off using the FollowerEntity hybrid approach.
If your going for pure ecs you should have a Gameobject in a subscene with authoring Monobehaviours that use the Baker class to add components.