I have a movement engine for multiple actives that I used to test. Both frames did the exact same thing: create 2000 moving actives that have basic backdrop collisions.
Frame 1 used the "standard" method I listed earlier, while frame 2 used mainly child events. An example of the differences in structure:
The standard method keeps a stable 60-61fps on my machine (the target framerate). The childs method only reaches 39-40fps. This might be related to childs and object scoping, since my movement engine relies heavily on fusion's auto scoping. I'll try to do more tests later. If anyone else could do similar tests I would appreciate it!