Ashley
Thanks for the explanation; now it begins to make sense to me.
I've already decided against the duplication approach; too awkward, too prone to errors. However, to clarify, using instance variables to identify a set of objects does not work for collision testing...at least, not in my tests (and not according to what I've read on collision cells). That's why I was attempting the duplication approach, ugly as it appeared.
However, I still managed to gain an appreciable improvment in performance by implenting a scheduling system. So now I have a global var that cycles thru three steps, and I distribute my operations amongst them to balance things out. Like:
step 1. check bullet cols
step 2. spawn bullets
step 3. check for offscreen bullets, destroy them.
1...2...3...1...2...3...etc...
It's not a massive optimization, but it does seem to reduce jank when everything is running full tilt (intermittent demanding operations don't end up aligning on the same tick).
Cheers, T