Hillstrom Great post, it summarizes how I feel about C2 and mobiles.
Because C2 is so easy to use but still requires someone with experience to optimize, it is very easy to quickly make a very poorly optimized game that even struggles to run on powerful hardware.
I cringe a lot when I view other people's CAPX, they do a lot of calculations per tick when its not required, or do complex maths to perform a function that can be achieved with simple variables.
A very common example is this: Enemy healthbars.
They typically have every tick, set Bar Width to X. Completely unnecessary because that's every frame. Does the enemy ever get damaged again and again every frame? Hardly. Therefore it's a waste. Just throw it under Every 0.2 seconds instead. The visual difference is barely noticeable but as enemies add up, the calculations are a lot less work. There's also something that should be added to ensure it only updates the bars when needed, ie. when enemies have been injured only, otherwise it will update for all enemies when its not required. So it is placed under a trigger/event to check, If Enemy.Health < Enemy.HealthMax, then set Bar width. It's just a simple thing to do to minimize CPU cycles being wasted.
Currently a few things really hurt performance that you should avoid, WebGL effects, don't touch it. I see ppl use it to change color or tints on sprites, no. What a waste of resources.
But certainly there should be an official list of what to avoid doing to get good performance on mobiles. I don't think there's been much focus on mobiles by Scirra TBH, I learnt a lot from "Remember not to waste your memory" tutorial, but there's actually a lot of other pitfalls, some of it linked to C2 features, such as WebGL and some behaviours, or the way you go about making your events.
I am still a noob when it comes to programming or C2, others here who frequently help on the How Do I?... forum are vastly more experienced. But its because I started with a focus on mobiles, everytime I add something, I always make sure its done the most efficiently as possible.