I see everybody uses getChildByTag to get desired CocosNode object from the scene. It's simple iterating function, getting all the children and comparing to wanted one by the tag.
What if you need that child in a scheduled method that runs very frequently and you have e.g. 100 CocosNode objects in your scene? So every single step you're iterating through all 100 objects (if your object happens to be the last one).
Anybody made some performance tests to see how that method compares to direct access to CocosNode object via property/retain?