Judging by what you’ve posted is probably more efficient for networking (if you can call 5 bytes an optimization), but the question is does it make other tasks more difficult? If you need to communicate between them both you’ll make it more difficult.
I have an Actor Component in my game that almost all objects in the world use for replication, I’ve not noticed any significant efficiency issues with replication! Properties generally cost very little to replicate as Unreal handles it for you, but RPC’s and function calls cost considerably more. Worth remembering if you have to add loads of functionality to get the actors to talk to each other.