I have read it over and over again... I am currently in the process of revisiting all sprites to remove transparencies, review each layout's layers for mistakenly applied own textures, and changing every layout transition to add a loading and remove items from memory (as I have seen the app crashing, even when using Unload unused images).
Also I will be revisiting every event sheet and redoing them as thoroughly as possible to optimize performance, and try my best to run actions only as reactions to events only.
However, some more insight into how Construct manages memory would be a great fit there.
In any case, not to say I'm blaming Construct for the performance issues, I really love the engine. It is a great way of working, and really makes it easy to develop games, and I intend to keep using it. Maybe not so much for mobile games, as there was too much of a performance gap between devices (comparing the devices used, this was unexpected and includes the game crashing in some with the same amount of memory than others that it was working fine). Yet I admit, some of this may be on my end, perhaps for mobile games this (JS games) approach is not that close to native as we think...
Thank you for your work and for replying quickly, I'll get back with my results as soon as I finish running some optimizations on my game.