It would appear that like many others, my project has too been bitten by iOS 9 and the SpriteKit frameworks. I've been fortunate that I can't report a lot of the issues others seem to have, but I have done my own research using my testing devices and the simulator and came up with some weird results based on what Xcode has provided. The tests run on the same scene that does not change between iOS 8 and iOS 9, but does change based on the device type being used.
As already noted, framerates across the board have dropped significantly, in some cases I get better framerates in the Simulator than I do on the physical device running iOS 9, particularily on the iPhone 5. One thing I noticed - in iOS 8 (and iOS 7 when I started this adventure), SpriteKit displays it's node, draw and quad counts that I have been using for benchmarking on various occasions. Without changes to the scene, in IOS 9, the node counts almost triple. The draw and quad counts don't change at all.
Even more interesting, when running the mini-instruments display in XCode 7, it shows that my app running in IOS 9 spends almost 10 times longer rendering a scene in terms of CPU and GPU time. I mean from 15.2 to 39 ms CPU time (based on hardware) and 2.7 to 4.0ms GPU time on iOS 8 to 170 to 202ms CPU time and 30 to almost 35ms GPU time on iOS 9. These times are per rendered frame, which explains the huge FPS drop.
Now granted, this doesn't add anything to what everyone has talked about, and Apple is certainly well within their rights to upgrade and make modifications to SpriteKit as it is their framework. But it is certainly enraging that they would do something so severe to the performance of a technology they themselves showcase, then ship it in a major OS update. It certainly won't be Apple who will be getting the one star reviews on the App Store because the app the customer just bought runs poorly on their shiny new iPhone 6S!
We may be indie developers, absolutely. But we need to have a far louder voice - we are not large companies that have revenue coming in from all platforms. We chose Apple and their technology to showcase our products and what we can bring to the platform - not the other way around!
If Apple cannot demonstrate to developers some of the respect we deserve for our contributions to their ecosystem, then perhaps open source options like Cocos2D-objc, Cocos2D-x, and others like it are the way to go. With my app nearly complete, I will not submit it to the App Store linked against SpriteKit. I may as well throw away my money and goodwill I will lose from potential customers, because they certainly won't appreciate the explanation that "Apple broke something". All they will see is "this app *****", and delete it or demand a refund. So much for brand building. And, as noted by others, even if Apple fixes SpriteKit in a future OS update, the damage is done. There will be customers that do not upgrade past iOS 9, or 9.0.1, or whatever versions contain the broken kit.
Even though I am a couple of weeks away from shipping, I will take the extra couple of weeks and convert it to Cocos2D - all the benefits of OpenGL and Metal support without the headaches or hassle, and API wise pretty close to SpriteKit. And hey, if the current version of Cocos2D has an issue - there is always the previous version to link against! We don't have that luxury moving forward with SpriteKit.
In my case, Apple has burned their bridge and lost my goodwill using their framework. I will look to others to provide the stability and reliability for my graphics engine needs, and not be afraid of a major OS update destroying 18 months of work.
And, no, I will not be filing any bugs on this. There are a lot of others before me who have done their due diligence and filed bugs already to seemingly no avail. I will not add to the noise, or the workload of people who (hopefully) would rather be spending time squashing bugs than rummaging through all the reports flagging duplicates.