So, last time I tried to get help when it came to a optimizing my Sonic-based platform engine, the focus was collision checking. Turns out I was looking at the wrong area, because, apparently, that wasn't the actual problem.
So, it seems the major CPU bottleneck is fairly obvious, now that I've rechecked the CPU profile in the debug:
<img src="https://dl.dropboxusercontent.com/u/919275/Screenshots/CPUStuff.png" border="0">
Yeah, that's more than a bit much. For reference, the Pre- and Post- movement sections only call a couple of functions each tick, and the former modifies a couple of variables. Those two functions are "Player.Reposition" and "Player.Collision", the former of which properly aligns the position of the player sensors, and the second runs though every sensor and checks if they're colliding with something, by ALSO using a function for each sensor. And there's eight different sensor functions. "Movement" itself does plenty of function calls to both above functions depending on the circumstances and to other functions as well. Sensor Routines and Movement Routines in general does a LOT of function calls.
Unfortunately, this seems to be incredibly inefficient in C2, whereas it's perfectly fine in Classic, probably because of the way the two work differently.
So, yeah. I'm somewhat at a loss as to what to do. The whole thing is rather complicated, and I wouldn't know where to start in order to optimize the whole thing.