Also experiment with using Bullet, Rotate/Spin, Sine, etc with triggers On Collision and Random/Choose.
There is a LOT of physics-like visuals you can achieve without even touching Physics at all. It just requires extra work and out-of-the-box thinking but it runs with no extra overhead.
My own game, every projectile was handled by physics, forces and impulse.. look great, works great.. on PC. On mobile it ran like a slideshow due to lack of acceleration. I had to redesign the entire game around not touching Box2D physics at all, and it still came out looking great and playing great, but much much faster.