Ashley should have added easy tweaks that lots of users can do to minimize CPU usage, rather than highlighting what they are doing wrong, offer some pro-tips on how they can optimize their games.
Here's mine:
Work out if they need something to be done every tick (16ms) or not, if not, definitely put it under Every X seconds instead to lessen the calculations the CPU has to do.
The most simple example is Enemy Health Bars. Often its updated in size every tick in most CAPX I've seen, not necessary since in most games, attacks or opportunities for enemies to take damage occur much less frequently than every 16ms. Multiply this by heaps of enemies onscreen, its just extra CPU cycles being wasted.
Another simple tip, is to use Trigger Once often for events that you only want to occur once and not every tick. Like setting the Text in a textbox on touch or mouseover, tooltips for items etc. ie.A condition On Mouseover -> Set Text "AB" will occur every tick when its not required.
Lots of other little tweaks can be done to get good performance of even complex games on mobiles.
Call me a pessimist, but unless they will understand how to work in c2, they will be coming back with same issues, regardless of any tips and tutorials. For better or worst C2 is not as simple as it makes out to be. Maybe first tip should be "do not start with making a mobile game, instead try different little desktop prototypes"?