. performed Stress Tests on MySprites.

~ Stress test
No app
0% CPU, 2.36 GB RAM

app (no texture)
0% CPU, 2.40 GB RAM

app (w/ texture)
same as app no texture

5000
Class with empty draw
15% CPU, 2.41 GB RAM (0.1 GB)

5000
Class with 15 sub-classes (w/ 10 variables and 2 methods)
+ empty draw
15% CPU, 2.83 GB RAM

5000 Sprites with textures
25% CPU,  2.73 GB RAM (0.4 GB)

5000 Sprites without textures
18% CPU, 2.73 GB RAM (0.4 GB)

In conclusion...
* Textures aren't RAM demanding.
* Drawing isn't too CPU demanding.

* Iterating through a 5000-object loop IS CPU demanding.
* Classes with many sub-classes IS RAM demanding.

MySprite suggestions/considerations:
* OPTIONAL sub-classes. Active only when specified.
* Be careful about the SCOPE of a loop through sprites.
* Only remove MySprites if the process is light.