the easiest way to cut out useless processing is to not process it in the first place as in if it's not needed then dont run it by far i've found programming your entire game without using a single draw event is the best use of processing power with GE, in your case i havent tried this it's off the top of my head but ie:
you have your character he has 3 movement patterns left, right, and jump in your script instead of movement with a draw event use keys may seem basic but cuts out a constant draw event left and right is self explanatory jumping though what you want to do is say you hit space and your character jumps now to apply gravity with a physical response without calling it a million times just simply use send activation event and send him gravity results while at the same time sending an activation event to your platform actor to enable collision's then when the collision's over before disabling the collision send an activation to the character to give him a gravity of 0 so when the collision's not happening he doesn't fall through the platform your only problem then would be when you walk off a platform that sits above another one and you want him to fall down onto the one below.
this could be solved by checking when your walking left and right whether an actor actually exist's in front of him then apply gravity and collisions if one doesn't!
again this is pretty theoretical of an idea right now i haven't tested it out my only problem with it is it'll possibly have some lag time in between the send activation's but i've used 1000's of actors with some precise codes in my template and i think total i only have 1 draw event in my entire template although i want it out there
if you dont understand or run into problems i could possibly try and make it for you!