pool teams themselves are just built they dont follow a scripttype, it may seem like they do but in reality they just fill up the autocreate team which u select in the teamtype....
(my thinking is the autocreate function makes a teamtype created from units on the map by pool teams only)
I started my AI from zero and decided to test this , the pool team itself is just placed on the map, then it becomes eligible to be recruited into the autocreate team, in which case the same pool team "being as i only had one" is built again, since the previous members are dissovled into the autocreate team.
The  'pool" team itself follows no scriptype assign to the trigger and just sit around near the AI base c-yard until it is chosen to fill the same autocreate team...
u cant make a pool team leave the base at a regroup point since it does not follow any scriptype....what the AI is really doing is creating/filling another team which scripts it's members to leave the base....in which case the AI once again rebuilds the pool team until it's members are also dissovled...so on and so on.....
since only one of said pool team can exist on the map at one time it replaces itself everytime members are dissovled into a team type, but the pool team itself will always remain around your c-yard but doesnt cause to much congestion
EDIT: It seems pool teams themselves will use their assign script type only when the teamtype is set to be side specific i.e RUSSIANS, Africans etc....when set to NONE the pool teamtype does not use it's assigned script type (unless u have autocreate on, which i already talked about)
Bottom line is this: pool teams need to be side specific in order to work properly, when u use NONE along with autocreate, u force the AI to build 1 team which will use the script plus a 2nd or really the pool team itself which will sit around your C-yard.
(my thinking is the autocreate function makes a teamtype created from units on the map by pool teams only)
I started my AI from zero and decided to test this , the pool team itself is just placed on the map, then it becomes eligible to be recruited into the autocreate team, in which case the same pool team "being as i only had one" is built again, since the previous members are dissovled into the autocreate team.
The  'pool" team itself follows no scriptype assign to the trigger and just sit around near the AI base c-yard until it is chosen to fill the same autocreate team...
u cant make a pool team leave the base at a regroup point since it does not follow any scriptype....what the AI is really doing is creating/filling another team which scripts it's members to leave the base....in which case the AI once again rebuilds the pool team until it's members are also dissovled...so on and so on.....
since only one of said pool team can exist on the map at one time it replaces itself everytime members are dissovled into a team type, but the pool team itself will always remain around your c-yard but doesnt cause to much congestion
EDIT: It seems pool teams themselves will use their assign script type only when the teamtype is set to be side specific i.e RUSSIANS, Africans etc....when set to NONE the pool teamtype does not use it's assigned script type (unless u have autocreate on, which i already talked about)
Bottom line is this: pool teams need to be side specific in order to work properly, when u use NONE along with autocreate, u force the AI to build 1 team which will use the script plus a 2nd or really the pool team itself which will sit around your C-yard.