What I've tried regarding rectification:
1) lowering polygon points
2) lowering amount of every tick specifiers to make triggers more dynamic (which did benefit performance few percentage points)
3) Lowering the amount of objects on screen (This works in this project, but is still too constraining to develop cross platform)
My general feeling is that object count should be the culprit, as objects (with collision/poly checks) appear to hit Edge performance in a separate project, but after testing this does not seem to consistently answer the question as to where the problem lies. Perhaps it is more global? Any personal experience developing on Edge and Xbox One, regardless of outcome, is welcome and appreciated.