Are you testing in C2 preview mode? That will have lots of texture swapping. It shouldn't happen so much in C3, and less after exporting in C2 (but still not as good as C3, which has a much better spritesheeting engine and combines more images on to sheets).
GPU fillrate is usually a far bigger problem than draw calls. Spritesheeting doesn't affect it, it's to do with the number of pixels drawn to on the screen. To reduce that you have to use fewer, smaller sprites, avoid heavy overdraw (i.e. stacking lots of sprites on top of each other), and in particular avoid force-own-texture layers (which also includes layers with effects, blend modes, or opacity other than 100%)... or find a device with more fillrate