CPU Hog when using many instances of the same Bpatcher/objects within device

Nick Hyde's icon

I made a device that is essentially 48 LFOs (each LFO is its own bpatcher) and map buttons to control 8 different 6 channel lights, and a single use of this device hogs about 10-12% of the Ableton CPU bar, and I want 2 of these in my setup.

The CPU is that high even after deleting all the connections within the Bpatcher, and it seems there isn't one particular object or group of objects within the Bpatcher being the culprit, it's just the fact there's many objects within the Bpatcher that causes the CPU to be that high. As in, I've tried to painstakingly remove objects one at a time, and I'm finding that it's not one object, it's just the culmination of all of the objects existing doing nothing in the same patcher, and then having 48 of that patcher, is causing the CPU to be that high.

I've also tried just having all 48 LFOs in the main patcher, no Bpatcher, and it only seemed to save me about 1%.

Anyway, is there a way to make this not happen, so that way I can effectively have 48 LFOs in the same device that can be organized by presets without taxing my CPU? I've attached the device for anyone curious to look at

Light Control.amxd
amxd