if it goes through the recycler, the parent is just changed and it's cut down. doesn't help your object count, but then again it lets you re-use objects, as well, which is nice. See $recycler:_recycle for more info. I also generally change @recycle where it uses player:_recycle to $recycler:_recycle and move off some of the perm work to that verb. This may also depend on what sort of systems you have in place to manage the quota-if any, as well as object count and etc. If you have a generator for dynamic objects for example, it may be nice to rework the recycler so that the objects can easily be regenerated or at least set up with a cache of extra objects for you to use. I set something like this up when I was working with generating mobs quickly through the room, basically the recycler always made sure that there was a certain amount of objects of type NPC in creation after a npc died or something was recycled of that type, and just recycled the rest. Then all I had to do was retrieve the object from the recycler and fill in the properties or let the area fill them in.
Hopefully that made some sense, it sounds a lot more complex now that I write it out, but it did end up speeding up the world.