Well, for the FPS, are you absolutely sure you are exporting a release build with no debug info and turning off any Scout telemetry when you test your final release build? (Under FB doing Project menu -> 'Export Release Build...')
Also you didn't provide ActionScript source in your Scout telemetry and it is the 'blue' ActionScript code that is the predominant time spent. We might not be able to pin down your hotspots for you without this, but you should be able to see in your full source where most of the time is spent.
I notice in a few spots you are using color and alpha values. Draw counts will happen whenever you switch from tinting to non-tinting which includes color changes as well as alpha changes. Why would you need to set the color of your BitmapFont to 0x61330F when it is already pre-tinted (from the looks of your TextureAtlas)? You should really be using 0xffffff (the default color) to avoid unnecessary draw count increases and try to use pre-alpha and pre-tinted images in your TextureAtlas to avoid unnecessary draw count increases.
As the performance optimizations wiki page spells out, a texture swapping change is only one of many state changes that would cause excessive draw counts.