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Hopefully it's not as bad as PoE2 where it runs like ass almost all the time due to memory leaks and such.
In capable, professional hands, there's nothing stopping it being a solid and highly performant framework.
ACG mentioned "tanking" framerates of 40fps ( which still isn't abysmal ) in a couple of spots in the whole game.
Whatever the case, it'll be down to developer time constraints, not some inherent problem with the engine it's using... and as such, sure, it could clearly use a bit of post-release tuning to iron out those worst performance issues, and hopefully that'll come along in good time.
I'm not sure how much memory leaks can even be a thing in Unity. Unlike Unreal, it's based entirely on a programming language that features automatic garbage-collection, so the developers have essentially no scope for introducing memory leaks.
Whatever performance issues a Unity game might have, it won't typically be down to un-deallocated-memory spirals eating up system ram.