This kind of report is really confusing. I could probably fix two other bugs in the time it just takes to read this much information, watch the videos, and figure out exactly which problem you're talking about (since it appears to have changed at some point during this thread). Can you file a new bug and basically try to keep it as concise as possible? Stick to officially supported platforms only, a minimal repro project, clear steps to follow, and the expected and observed result.
I'd point out that the CPU usage in Construct is a timer-based estimate. It's not very accurate for mobile devices because of the way they throttle to save power. I investigated another "high CPU" iOS bug and it just turned out to be this. In maximum performance mode, it might be using something like 9% CPU - hardly any. However if the OS determines it's not that busy, it might throttle down the CPU to be 10x slower, in order to save battery life. However now a timer-based CPU usage measurement indicates 90% CPU! That's a misleading number. Due to this power throttling, you can see a counter-intuitive effect where as you create more objects and add more CPU work, the measured CPU usage actually drops as it kicks up in to a higher performance mode and completes the same work quicker.
So I'd guess any "high CPU on mobile" bugs probably just come down to this. It'd be best to use another app to measure the real CPU usage on the system if possible.