ThunderLion
As others have suggested it's difficult to really say what you should be aiming for. However from experience here are a few tips as guidelines.
1. Try to aim for CPU usage on a pc of 5% to 10%. This goes up the newer the minimal mobile hardware you are using. So iPad 3 and the most recent Android you could aim about 20% to 30%.
2. Try to keep collisions to a few hundred. Even on PC there is little reason to go over a few hundred.
3. Turn off object behaviour(collisions, movement...) when you don't need them. Such as when they are off the screen.(unless you need world simulation)
4. Group Sprites images, layout images, Hud wisely. Don't make a ui where 1 image counts as 1 sprite. all Menu UI should be on 1 sprite object, all game UI on 1 sprite object. If you need ui elements on both. It's ok to have 1 sprite object that exists in both game layouts and menu layouts.
5. Use Plugins more than Event Sheet. Try to keep ES code to just plugin interaction. If you need a feature, find a plugin or write one in the SDK as a plugin.
6. Try to keep your active game memory to 150 or less.
7. Constantly check you game on a device. If it's annoying. Check your game on the device after every new feature. If you add 5 new features and are finding performance problems. Only 1 of them might be the problem and you won't know which one.
8. Fx/Shaders are a total hit and miss on mobile. There should be(but isn't) a list of what FX/Shaders will run on mobile effectively and others that kill performance.
9. Ashley and I don't agree on optimization efforts. Maor at one point was told not to bother doing optimization. There was little he could do with enough performance impact. The game ran at 5fps(on mobile) and crashed. We sat down for 2 months going back and for over email and got the game running to 50fps+.
10. Study a lot of graphic texturepacking. C2 does texture packing for you, but you need to understand the effects of texture packing has on hardware so you can best take advantage of C2 texture optimization.