Hi,
I would go for a granular approach to prone reusability and flexibility. your question could be challenging for any api, with our without PlayMaker in the mix. Unity could do some internal scripting to allow for more complex behavior for a single api call, that would be more performant, but less reusable and therefore less used.
What I experience on that front is that performance should be very carefully watched for texturesm shaders, meshes and other critical aspect of the rendering pipeline. The amount of projects or issues that boils down to bad scripting strategy is very low and rare actually...
Also, as a rule of thumb, I always design first and then optimize, so go for a granular approach, if down the line you profile your game and see clearly a bottle neck in that areay, combine both actions into one. But 99.9999% this will never happen...
Bye,
Jean