Getting to know which parts of the game are likely to be performance hogs usually comes down to lots of profiling and experience ..
Profiling is key at every stage of development. But having an eye for performance is also essential in game design even before you start the main coding. You may have to do tests beforehand .. how many characters can you have on screen? How rich can the environments be? How far can you see into the distance? How much animation? How much physics? How many ray tests, path finds etc?

As you develop each part you will get a better handle on how long it takes so you can budget your performance time better. This will feedback into the game design - changes may need to be made, but hopefully not too major if you were in the correct ballpark with your tests / calculations etc.
If you get it wrong, it can be a disaster, because you can end up having to redo large sections of the code / game design, or else release a laggy mess that won't sell, in the hope that in 10 years time processors will have caught up with your 'vision' (sloppiness).

One technique I've seen to help is to draw 'performance bars' on screen each frame, a little bar chart which can give you an idea of the time taken by each section of the code. You can see with this as you work what is using up lots of performance, and what is spiking performance too, which can be as big an issue. You can also see as you develop, oops, I just made something incredibly performance sapping.
I won't say too much on making your code fast as there's loads written on this already, it's a massive topic.
You may also be facing some rendering / gameloop synchronization issues, which can be a bit fiddly to get right.
As hodgman says, 0.07 seconds sounds like way over for a gametick. However, to play devil's advocate, if you fixed your timestep at 10 ticks per second, and used interpolating rendering as you should, you'd get silky smooth gameplay (assuming your rendering was totally independent). In fact if you write your code right, you can just change your tickrate #define to e.g. once per second, and it will still look silky smooth (just the physics / reactions etc will be well stodgy lol).

However in the real world, with spikes in gametick times, you'll probably need a bigger comfort zone to prevent the render thread getting 'starved' of updates, and stuttering.
Also, if you are talking about a non-fixed platform (i.e. not a console) then remember people might be playing on a lower spec machine than your development box. It's great if your PC game runs just about on top spec hardware, but not so great if it becomes unplayable on the other 90% of people's machines.
Personally I tend to shoot for great performance on a machine that is about quarter the power of current 'high spec'. That covers most of the bases. It's crucial that the game tick rate at least runs fine on low spec machines, because then at least the rendering can be scaled back without 'breaking' the game.