I put together a little test that shows the issue pretty clearly. It's not connected to any gamepad/keyboard input (or at least, that's not the only issue), collision checks are minimal, etc. Testing in the Edge browser on XB1 is comparable to performance when exporting to UWP.
Just drag the slider to make sprites move faster/slower as they spawn in.
http://site.pixelmetal.com/temp/Project3/
It seems like even a stripped-down simple endless runner has performance issues that are Construct-specific on a platform that has more than enough power to run them. That's...disappointing. Note that performance is exactly the same w/ the shadows turned off, so that's not the issue. Despite claims to the contrary, the dropped frames are very obvious and are likely to cause gameplay issues in anything approaching a fast-paced game.
Based on other tests, it seems to be something in Construct itself, as similar issues do not occur with phaser and a few other html5-based engines that can be tested through Edge on XB1. Wouldn't hurt if someone at Scirra took a look at the built-in profiler in Edge, there are obvious spikes in canvas compositing causing the hitches to occur, especially if they're going to claim XB1 as a supported platform...it has a much bigger install base than the Wii U ever did, so more people are more likely to see how well it's supported as a platform. Would be a shame if Construct got a rep as a continually shoddy engine for consoles, assuming they're looking for more developers to use the engine.