The collision checks are okay, the image size is also fine.
But you are engine and draws calls are really high in CPU using, and that's just CPU alone if we take the GPU into account it will be probably even worse. I did a comparison with the games worked on and made, and all of them take around 1% for draw calls and between 0.5-1% engine.
Your problem can be caused by those two, high draw calls means the engine is trying to render a lot of spires at once, and if those images are also animation that can cause even further problems. You can improve this by reducing the resolution size of the game so less objects can be viewed at once, also if you spawn new objects on the layout while the game is running or using particle effects try to minimize that, instead of creating the objects on layout create them while its loading and then teleport them where they need to be.
On the second picture you showed where the player is moving they are two event groups that take 14% of CPU power, which ones are those, I was unable to identify them from the picture? You can also try to tweak those because 2x14 is around 28% usage which is high.
And now for the engine usage, the engine usage in the debugger is only for the behavior and some other c2 stuff, which means if you have high usage is probably caused by same behavior, I don't know which one, but some of the is using a lot of CPU, you will have to figure that out, make a back up copy of the game and start deleting the behaviors and see which one improves the performance.