You're kind of barking up the wrong tree. Most of the things you mentioned are not important considerations for performance. Everything important is mentioned in the 'Performance Tips' article, and everything not mentioned in the article is generally not important.
See the blog post Optimisation: don't waste your time.
1) Offscreen objects are still processed by the CPU (it would be very annoying if they paused whenever they went offscreen). However, it's kind of irrelevant because most games spend 90% of their time drawing the screen, so even if they were not processed at all there would probably not be any performance increase. So you could make a much bigger difference focusing elsewhere.
2) Collisions have to be checked every frame, but far apart objects can be discarded almost instantaneously. Only semi-overlapping objects which have a collision test take a lot of CPU, but as per #1, it probably wouldn't improve performance even if you didn't make the collision check at all. So you could make a much bigger difference focusing elsewhere.
3) Inactive physics objects automatically stop processing (they enter sleep mode), so generally you don't have to worry about this.
4) Just fake it with another behavior like Bullet with gravity, and don't use any collisions.
5) I think the case you mentioned would be absolutely identical either way.
6) I don't recognise that language - I'm not sure where you got it from!