Would creating an object pooling mechanism for new events improve performance? For example, if instead of calling new FlexEvent() we called
var changeEvent:FlexEvent = FlexEvent.getEventFromPool(FlexEvent.Change); and then that method checks its object pool for an unused event instead of creating a new one? When looking in Scout there are a lot of the same type of events being dispatched that don't have any references. This might be something that might be changed at the Flash Player level?