You can yea, something like this for example. (not as crazy as the first one) You have to remember that a tick is every frame and in a lot of cases we don’t actually need something to update every tick. Removing the tick completely means you have a little more control as to how frequently the loop is triggered. 0.1 is a good delay (10 updates a second) compared to 30-60 (depending on the users machine) for most things.
Just do some testing and see what works best for what your trying to achieve. Also remember you only get 1 tick node per blueprint.
Another thing that you should think about is creating chain reactions. Does everything really need to happen at the same time? The thing that causes low FPS is of course having to much to calculate each frame/tick. Splitting this up across frames can even out the load. Sometimes things do of course need to happen at the same time but it’s still trial and error.
Hope this helps.