You will find it a little more efficient in cases where screen objects and map objects do not overlap, so get rid of any needless icons, such as an old background turf or area that is completely covered up by a new screen object background--Ebonshadow:) In the future, we can optimize those sorts of things away, but for now, they still generate overhead.
Background procs never trigger the infinite loop dector. Procs which do trigger the infinite loop detector now merely issue a warning and then switch into background mode, which makes it much more practical to leave world.loop_checks turned on, even in a production version.