In it's current state, my current game is 257 events, 57 of them are taken by functions (not 57 functions, but 16 functions and one of them take itself 11 events for exemple, and others have one to 4 events, I'll work to reduce that I think since I think it can be a little confusing to read in that case), 6 global variables (don't think I'll need more than that), 10 different groups for the ennemi AI (of course they aren't activated if not nessecary), also 10 else to those groups (so they can be activated only when they need to by some events), which goes to 89 events for 9 ennemis + bullets, 18 events for my personnal ennemi spawning system (it is not as bad as it sounds, since those are checked only when needed, and I organised them so that explains why they take so much space event wise), etc...
At the end I can say that the number of event isn't that important, also a good-written code seems to take more space (since you have functions, groups, includes, good use of subevents, etc..), I have like 50 events in an empty project just for organisation sake, and I'm just talking about includes and functions and variables mostly.
What is important is what your events do, in my case I have no collision checks done by default (other than touch controls when you are using them), they are only done when truly needed, and soem of them I skip half the time (one tick every two ticks) when they don't affect gameplay (I must precise that in my case collisions cells don't help since the actions occurs on the screen only).
At the end do not worry about number of events that C2 counts performance wise, since what matter is how many are currently checked, and which ones are checked too, just code your project so you can read it and modify it easily, It'll be really worth it at the end.
EDIT: also my project is meant to work on mobile devices if you wonder why I can say that performance wise it isn't a problem.