This is especially important for mobile devices because having events that execute with greater efficiency and less overhead means that the CPU and GPU can spend time idle between the frames and no one wants to play a mobile game that uses 100% or nearly 100% of their CPU/GPU and drain all of their battery because we need our mobile devices in our everyday lives and we need their battery to last a full day, showing benchmarks with thousands of objects is a measure of how more efficient it is compared to the old one but trying to draw as many objects as we can with 30 FPS isn't really what they'Re trying to do here, it'S a measure, and completely disregarding those benchmarks and claiming to stick to Construct2 is completely missing the point.
What you can do instead is use Construct 3 and when you encounter a performance issue, report it so it can be fixed by the wonderful and talented staff with almost zero effort from you but a few minutes to a few hours trying to determine what exactly the issue is in a minimalistic project and writing the bug report so that you can keep working for hundreds or thousands of hours on what will be a better experience for your player, smoother gameplay and lower energy/battery consumption.
github.com/Scirra/Construct-3-bugs