I just noticed on my project that - with a large, max-size map and a large number of event definitions that are intended to prevent backward access to certain building types (when they don't make sense e.g. with the front door for the default temple sprite copied to a character sheet to work properly with the plugin thereby reappearing after walking in from behind) - there's a nasty slowdown that affects basically everything. Not sure if it's the plugin or not with that big a map (a smaller one that doesn't yet have all its events and locations decided on is't doing this, and that's maybe just a quarter percent of completion) but I'd look into investigating this.
EDIT: Forgot to mention that I'm working off my notebook system and not the main development rig as I'm basically snowed in to a certain sense of the definition while visiting with family. (Actually it's sub-zero wind chills, but the idea's the same without regard for that.)
Well the game is naturally going to take a lot more to run in 3D

Without that plugin on in the demo map 7 with around 90 events.

90 events on 7 with current update

Defaultish map 7 in demo with 35 events
So if you had more events it would keep going, and they update at the same time so it would be even worse. Solution is to cut map smaller into more pieces or expect people to have a better computer than you tested with, I mean you shouldn't lag at all really, maybe I'll try spamming events until I lag and see how much it takes now.
Ok I made a blank map 255x255 with only a floor and the chicken from demo with skip if cannot move turned on.

With 200 lag is better than 90 with weird tileset config.
But with 400 I actually did start to lag slightly jittering between 56~60 FPS.

With 500 the lag was honestly the same, jittering between around the same numbers.

With 600 the lag was again the same but it took like a minute to enter the map so I thought it crashed.

Not gonna test higher than that or I feel my computer would crash, already scripting nearly 24/7 at that point and definitely going to lag past that 0 idle. This is with a i5-2500k overclocked to 4ghz, probably lower end of CPUs nowadays.
Couldn't stop myself from trying 700, lag was worse and it still took a minute to open, was jittering around 45~56 FPS and it felt like it was skipping frames.

But this is nearly the same, but I don't know how it works anyways really, probably was skipping frames.
800 it took even longer to open and I had 25~ FPS that gradually went up to ~40 when idle, moving it was around 30~, recording this video even less.

this is still the same so I know nothing about it.
No more.
Oh and I feel I should mention with 800 events on a 255x255 even the editor was laggy on that map or switching to it.