Replacing ticks - efficient ways?

Yes, but most people aren’t going to notice if something updates 10 times a second instead of 30-90. This is something you would want to play with, and for best results set it up so that it scales with FPS. For instance if FPS drops you might want it to update more often so that the drop in framerate doesn’t make it noticeable to the player.

Yeah, you could use a branch, gate, or whatever works best for your setup. The idea would be to count executions coming from the event tick node, and only let say every tenth execution through.

This setup would probably be ok, though you will probably want to insert something to let you turn it off completely.

Really though you only need 1 custom event. Just put the delay after your transform update and then put the execution from the delay back into the transform update. I do something similar in a few of my systems, though they are intended to eventually branch out of the loop once the work is complete.

You should be fine, especially if your setup runs without issue on all your target platforms/machines. Even with ticks. I see a lot of people have this kneejerk reaction that screams against ticks, but honestly it is up to you to keep the performance in line with your budget. If it works with your most performance intensive case, on your lowest end machine, go nuts.