dude if it works do it. we just have to realize when we stray from a recommendation we're in unsupported waters. you just have to adapt your game to the technology not the other way around. if you can't get good performance on one solution you have to adapt.. unfortunately it's not the tools obligation to make sure your game runs well.
You may need to consider the game you're making or the effects / features it has to allow performance to be acceptable. The idea is to spend more time making games, not squeezing performance out of things. I'd rather simplify and publish and move no than waste time testing fps.
The new C3 announcement also might make this moot as well. They are doing an internal build solution for it. I haven't read the full blog yet, but I can tell you right now that's what I will be doing when I use C3.. and I'll just be sure to make games that work well within it.