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I'm trying to eliminate per-frame dynamic_cast's and this was one of the hotspots. Almost 1% of the frame loop is spent in Class::getCreatureStats, Class::getContainerStore and similar functions.
Replacing with a static_cast can be deemed safe since only the MWClass sets the custom data, and it knows which custom data it's set. The only issue is if that assumption were to be violated for some reason, we would get a hard crash instead of a bad cast exception (though exceptions are likely to abort the save process, render the game unplayable or result in other issues anyway if they're not caught properly).
If static_cast's are a no go, my next best suggestion would be to hack a fast version of dynamic_cast using virtual functions: