Instead of using a single definition and having all the blocks run the script in a variable or wherever the definition may be stored, whenever I change a block definition, it also changes the script of all the blocks you want to apply throughout the entire project, making the process of applying a block's definition to large sprites incredibly slow.
Why is this the case, and why does this process run like that?
There shouldn't be lots of instances, because the clones should inherit, not copy, blocks from the parent, and you shouldn't try to change the arity of a block while it's running!
We're talking about how Snap updates each custom block's definition in the project instead of just having one definition and replace it from there. If it was, it could've been a big optimization fix.
This theory is stuck in my head where the definition duplicates itself everytime you place a custom block.