So you got me curious and I did some testing today - and yeh - effects (HSL, B&W, probably others) seem to have a huge overhead on 9-Patches compared to sprites. Sprites I hit the CPU limit with lots of juice left in the GPU, but 9-Patches maxed out my GPU much sooner. I'm not sure why - every time I thought I had a theory, my testing didn't back it, so I'm afraid I'm no closer to unravelling the mysteries of the effects compositor for you.
I should mention this is Construct 3. I don't know if you see the same in Construct 2, so it might be worth checking? If you create a layout with 20 sprites with an effect, and another layout with 20 9-Patches with same effect, do you see a big difference in GPU% when running the layouts? (BTW you have to force a screen redraw - so give the sprites and 9-Patches sine behavior or something to make them move)
To answer your other question, when you can't test on a phone, a computer with integrated graphics will perform more similarly to a phone, they tend to have the same problems with fill rate, overdraw etc. Testing GPU% is tricky too, it can look really high when you first add a lot of objects/effects/etc., but leave it running for 5 minutes and it can drop significantly. I think when the GPU gets lots of new work it 'panics' and draws a lot of power to make sure the framerate doesn't drop, then it gradually winds down it's power until it is just maintaining the desired framerate.
Finally a word of caution about the RAM, yes there's more of it, but there's probably more background applications fighting over it, whereas the GPU should be almost fully dedicated to the game. Test on a phone while developing if you can - I tend to do a build when I'm heading to bed and test it in the morning - because performance can be very different.