Ok i test around now a bit and i know what is the issue, you have to many objects, if you look in the debugger there are always around 900 objects in the background task all the time, thats just to much for the andoid exporter.
From my experience you should not have more than 200 objects (actives/backdrops) live in the renderer. Your levels are made by lot of small tiles and other objects powerups enemys etc are also sitting created in the background all the time, thats not working like that.
I would make big image-pieces for ground, platforms, background etc. painted in you art program than export full finished and setup collision boxes for this images etc in fusion. And enemys, powerups etc create this dynamically when they come in viewport and destroy them afterwards etc.
I would also lower the resolution, 1440p widescreen is to much still.
But in general when you use a engine you should always make stress test for yourself to see what the engine can do and how you have to design things otherwise you run into big issues like that.
Maybe also search around on the forum how to optimize for mobile, there are lot of nice tips and tricks already discussed.