Most Unity performance problems are not discovered. They are shipped, and then reported by a player on a three-year-old Android device with 3GB of RAM. A checklist will not catch every regression, but it catches the ones that matter most, before a publisher or a one-star review does.
Here is the actual 40-item pass we run against every release build, grouped by system, before it goes anywhere near a store listing.
None of these 40 checks are individually exotic. What actually moves the needle is running every one of them, on every release, on real target hardware, instead of trusting that a smooth demo means a smooth launch. That discipline is what turns “should run fine” into a frame-time number you can put in a contract.
The engineers writing these articles are the ones who would work on your game.