Just out of curiosity i ran the C3 performance test quad issue with and without Families as well.
I can measure somewhere around a 30% hit when you add a family to the sprite being benchmarked. I would guess this is the polymorphism issue, which I've always suspected was an issue, but never found a way to isolate the overhead of - so this is an interesting test because you've found a way to highlight it!
If I'm right, this is a somewhat complicated issue. It will probably be an on/off thing, i.e. either you get a fixed performance hit to the project, or you don't (I don't think it will get worse if you keep adding families, but maybe we should benchmark that too). It comes down to the way JavaScript JIT compilers work. At the moment the C2 runtime uses lots of different kinds of JavaScript "classes" (sometimes called object shapes in the engines). In this case there's a different class for a normal object type and a family, and in some parts of the engine both of these classes are used interchangeably in the same functions. JIT compilers optimise on what the code really does, and if you don't use families, all those functions use just one kind of class, and so the code is optimised for a single class (monomorphic code). As soon as you throw a family in to the mix, which is a different class, it has to change the optimisation to be able to handle multiple kinds of class (polymorphic code), which is slower since it involves checks for which kind of class is being used. There's a lot of this kind of thing in the C2 runtime, basically by accident. It's always been a goal of the C3 runtime to completely restructure all the code to remove all this polymorphism, which is why I mentioned "using monomorphic coding practices to reach peak performance in JIT compilers" in this blog post.
The good news is... I've actually got enough of a working prototype of the C3 runtime to benchmark this already, and the C3 runtime does not have any performance impact when you add a family. So this is a nice confirmation that the new engine is indeed going in the right direction with its architecture, and should fix this problem throughout the engine. This could mean quite a big performance boost for large projects!