The bigger I make my level, the more costly KinematicBody2D movement seems to get. My game has much less performance headroom in a large level than a small one, and the main difference is the number of tiles (offscreen enemies have their processing and monitoring disabled, so greater numbers of them shouldn't add any performance strain). Looking at the profiler, it seems that none of my scripts are precisely the issue, but rather something in Godot's physics calculations; physics time spikes in tandem with frame time. Is this a known thing, and is there something I can do about it?
Just in case this is relevant, I do have a giant, nearly screen-sized Area2D attached to a Camera2D responsible for activating stuff, since VisibilityNotifier2Ds wouldn't quite work out in my situation. I also do extensive object pooling, but I make sure that the pooled objects aren't able to eat up frame time or anything.