Funny because the cpu/sec and memory change/sec is increasing every feature that is added to oUF. Features cost performance. With some variation a range check is a range check, party targets need the same events in different unit frames and so on
The comparison is invalid due to differences in what the layouts spawned. There was however a CPU issue with how the range check was added, which was fixed earlier today.
Also, features like the range check aren't attempting to update if it's not active on any frames. The only overhead is the static memory from function which isn't being used.
This topic has been dragged far enough away from it's intent, so I suggest that this is continued in the oUF layout thread.