Well, I don't know if you've heard the expression that says, "If it ain't broke don't fix it". It may be nonsense from the game point of view but it's also harmless (unless you want to do something special). Perhaps the PlayerPawn needs to be kept alive for network communication. If communication isn't interrupted or handled properly, it can go haywire and spam packets of information in either way. I'm guessing this one of the reasons why a PlayerController was introduced in ut2004, so the pawn and the communication with the player are dissociated.