What about collision detection with various other elements which do move
In this case the collision checks will be far more significant, making the performance overhead of the individual objects negligible.
[quote:2srdfutv]If so, is it possible, when disabling collision detection, to actually have that bit skipped so it does not share the vertex info to reduce that bit of overhead?
See my earlier reply.
but then why does Construct particles use that method?
Because particles are an obvious and easy isolated case in the engine where you might actually create several hundred of the same "sprite" (although the individual particles are not really sprites).