What you have done is good, but it is only memory optimization, and so won’t really affect and FPS figures during gameplay.
Let’s imagine ( classic example ), you have a player with 20 different skins and weapons.
If you use casts and no soft refs, when your player appears in the world, they will have all skins and weapons loaded, all the time.
If you use interfaces and soft refs, the player size map will be much smaller, but if you try the game out, swap skins and weapons a bit, the amount of RAM you’re using will be very similar to the original version.
If you really want to keep the RAM down, you’ll need to load the assets when you specifically need them, and unload then afterwards.
Even after doing all that, this will not affect FPS in the game. Just because this is ( usually ) not the kind of thing affecting frame rate ). If you want to get better frame times, you’ll need to use a tool like Insights
There are some repeat offenders, foliage, being a good example etc…