Hi,
I am suspecting that the issue could be that you manually enable and disable component, and I don't think you should do that, the pooling system already deactivate the GameObject for you. I think these extra steps could be the reson of this issue ( which should not happen, but while this is studied and reproed on a simpler system, you need to progress in your game).
so I suggest you don't manually disable enable component. Have you tried that already? When I deal with Prefabs with PlayMaker in a Pool, I always take this into account and manually reset all variables on tghe Start State, or do nothing until I get a event "INIT" that I fire from a manager that knows this instances ( the fsm that spawned it for example). Since I always do that, I never encountered this issue you are having, so maybe you could try on that prefab, starting with doing a proper reset of variables on start ( Reset on Disable, doesn't reset variables from my experience, try on a simple Fsm with an int counter, the int variable will not be set back to the default value on disable/enable).
I'll raise the case to Alex and see what he has to say about this, maybe there is something to do or to adress indeed.
Bye,
Jean