I think a work around here might be a seperate object, third party perhaps, that schedules objects and instances like a stack. It would work essentially like the Timer Behavior, but sets the timing based on the stack, and fps.
I think I've read about a system like that in other engines, like an instance bank, or sprite bank.
Although the anti-bottlenecking may just be coincidental.
I would say just use the Timer Behavior, but it would need to work with multiple objects.
In the end you would likely end up having to use a for each anyway.
Then again the bank would be a loop as well, and would be useless if it slows things down.