Sorry - it's a bit of a whinge and not a solution to your problem
AnD4D, but I can't think of a way to optimize further. Using the debugger, were any event groups showing a particularly large drain on CPU use - might be worth trying to focus on those..??
Misery loves company, so it's all good
Using the debugger, my highest usage are the events showing a 16% usage, and overall, I'm seeing a maximum of 36% usage (and that's on a busy level). This should indeed be fine, I believe.
It's just frustrating to me, as I had this game finished back in November, so can't really put it on hold
I'm mainly concerned now that my collision checks per tick have effectively doubled since doing the recommended optimization. To me, it makes more sense to put them at the bottom to ensure certain conditions are stripped out.