You need to keep track of the number of milliseconds-per-frame over the course of development. Whenever it goes over 33 (bigger than 1000/33ms = less than 30FPS), then you're in trouble and it's time to either optimize your code or cut back on features.
Regardless of what language any programmer is using, they would have to come to some point in the development stages where their game would not update fast enough.
0.07s is 70ms, which is way over budget; that's less than 15FPS. You need to profile your update code and find out which parts of it are eating up all that time. Then, once you've found the culprits, you need to figure out how to optimize or eliminate them.