I can correct it a bit, but the point of the Tutorial and the thread is to identify possible slowdowns, if there is any, and how to deal with them in the case these features are actually the cause. But i still think it's good to inform people of the impact of using some of the features if used extensively. The tutorial is not aimed towards beginners anyway.
I for one suffered big performance hits because of this on my own projects which I now need to completely restructure to reach my target performance. It could have saved me a lot of work trying to identify what was causing the bad performance if I knew about these issues beforehand, and design my game accordingly. As I'm developing for mobile and is also targeting lower-mid range phones this made huge difference for me. I've spent countless of hours trying to squeeze every time bit of performance out of the game in the wrong areas when it was just a matter of removing Families. I even payed plugin developers to make custom plugins for me just to squeeze out a few % better performance. About every single sprite in my game was a member of a Z-order family and a that big of performance hit to use the family feature is just not acceptable for my goals. Simple tests showed clear improvements in my games performance by removing most families all together.
At the current state of families in C2 wouldn't recommend anyone to use it for large projects, or mobile projects targeting lower-mid range phones due to these new findings. (Project depending of course)
I agree if you don't have any issues don't bother, but if people are experience performance issues it's good to at least let them know, what might be the cause. It's pretty easy to test, but can be a lot of work to redo if you're far in to the project. I've been taking long development breaks from my main projects doing other stuff, because I simply couldn't reach my performance goal... Families turns out was the issue. I wanted to use animated tree canopy, and grass etc in my project as well, but scrapped that because my game was already at the limit of what a low-mid range phone could handle. Now i can finally implement that and other things because I know how to get those extra resources available.
I'll do some editing to the tutorial, as I don't want to promote any bad practices. And make it more clear that IF they have issues. This might or might not be causing it.