Heya GiL;
Good to know, I should have expected that you'd already thought of this beforehand!
I changed all enemies' Status Values to have neutral affinities (So no Status Effects would be auto-applied or removed); and that seems to have gotten rid of the lag.
Otherwise, every combatant would have been getting 8~ Status Effect changes immediately upon loading the scene; so I suppose all the status effects immediately occurring on so many combatants must have been the source of the lag. Deleting combatants one by one gradually reduced the overhead.
I'll toss you the fixed project file right now in case you'd still like a look.
Edit: Searching for a way to prevent Combatants being immune to specific status effects, is it possible aside from Auto-removing on the combatant? I feel pretty sure that it was possible but I'm drawing a blank;
I think there are still definitely some status effects that you might want on the player but not enemies, (or vice versa) even when they should technically have it due to status values; and I think using Auto-Remove would result in a loop.