As CON is executed from top to bottom, you can place the bail out conditions for dead actors sooner and prevent unnecessary later code from running, saving CPU time. It's why you generally always see character state machine built like:
ifaction SOMEACTION
state actorstate
else
ifaction OTHERACTION
state actorotherstate
else
[. . .]
The use of "else" here prevents different status states from running in a single tic. Without the elses, if the animation begins as SOMEACTION and the animation changes to OTHERACTION from within state actorstate, you would have both states run in a given tic, which is most likely not planned or expected behavior.
As far as freeing up CPU cycles, something else you can do to free it up is force it to stop being an actor by changing it's statnum - assuming you want it to run absolutely zero code, including "blow up corpses" type code. If so then you can do:
seta .statnum STAT_DEFAULT
And that turns it into a non-actor, static sprite.