I'll experiment and see if I can put all the character's actions into their own behaviours.
Right now I'm optimizing INI events. I'm downloading character stats into 3 special "character value" objects at the start and then uploading the new stats( only HP, MP, and one status effect ) back to the INI at the end of battle. using INIs a lot really makes it lag.
I never really found behaviours useful. It just seems to be concealing your code in harder to reach places. Plus you have additional limitations of short-cut objects too, e.g. no qualifiers.