Thanks for the ideas, and I believe you that there may be unforeseen downsides, but I'm gonna stick with what I'm doing (except for regarding the gradients

), as I'm in pretty deep already and have found Bubble to be a lot of fun to work with. I considered the downsides before, but I decided to give it a try anyway as a pet project. Since then, I have been pleasantly surprised with what I've been able to accomplish with it. I've had to be super creative sometimes, but there hasn't been anything yet that I couldn't get working.
Regarding the performance itself, it hasn't been troublesome for me at all yet, but I haven't really done any stress testing. I do not really expect that my game will ever be so popular that it will crumble under its own weight, but if it does ever get to that point... well, I have confidence that Bubble will be improved enough by then to not make it a problem (especially if I end up getting one of the best plans, which I would under those circumstances). However, after a little more development, I am going to be opening the game up to a number of people to see if there are any nagging issues. If that brings a great number of problems, then I might change course. I know the challenge that lies ahead, so just wish me luck

Also, thanks for the suggestions, Chemosh! You definitely have some interesting thoughts there that I'll keep in mind!