It does not really matter how many events you have. How you use them is what matters.
Some people can have exactly same game mechanics, but one will have 100 events and the other one will have 20.
suntank
5980 events across 9 sheets, I would say thats a lot of events for 9 sheets only
On my current very small mobile-ads-test game I have 202 events spread across 6 event sheets
This is very true.
My first game was a big Ninja RPG, it was ~3,000 events. I thought it was already optimal.
Then I worked on a sandbox spacesim [Star Nomad], my focus was optimizations from the start having learnt a lot through mistakes with the RPG, but all up, its ~4,500 events. I trimmed it as much as possible but its a complex game with factional AI and dynamic trade/missions etc.. its never going to be lite on events. Interestingly, Star Nomad was TOO complex it crashed Crosswalk and Intel had to send my capx to the Crosswalk team for them to debug, which they did fix a glitch on their part that crashes in large games. Seeing a large game with so many images & events run so smooth even on older mobile devices (S3) was a joy.
I recently rebuild the Ninja RPG game from scratch to optimize it further, and all up, it was ~1,200 events only, so I cut out a lot of sloppy usage of events and its trimmed greatly. The game runs much faster on a wider range of devices as a result and even looks nicer.
I am a firm believer that C2 & HTML5 is great for mobiles, despite the common complaints or poor performance.
Ultimately, C2 is easy to use but definitely hard to master.