We know for a fact that not a single line of code in her game is written in C++, it's all unreal script. There are interviews with Maria attesting to this fact. No possible refactoring of the code is going to make a blind bit of difference to the framerate, it all runs in a different thread from the one that runs the graphics. The worst that can happen is that it updates too slowly and mesh transforms that are supposed to happen, don't.
Second of all, the game logic barely does anything. If it were any sort of bottleneck, it would be fucking hilarious. Typical workload is sitting around idle waiting for a mouse event. In combat, it needs a timer event to do the enemy transitions, so that's two things to sit around idle waiting for.
The only thing in the game that's going to bog down the framerate is fucking awful geometry, and too many bind calls because she doubtless has a million textures for each level, rather than consolidating them all in to one. Plus whatever terrible shaders she ripped from stackoverflow for her over the top effects.